﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	resolution	keywords	cc	phab_field
3707	[PATCH] Rebalance repairable	bb		"Currently the repair rates are very unbalanced. This defect is best displayed on walls. Walls have a repair rate of 33.3 health / second / ""worker"". 2 or 3 workers repair a wall faster than a ram can damage it (without upgrades), while the ram takes up a population of 5 and costs much more. 
If wall is attacked by 2 rams, it should not be possible to defend by just repairing from the other side. On one side of a big wall are fitting 16 workers. If all workers are repairing and on the other side are 2 rams attacking, the wall should slowly be destroyed.

Simple equotation (skipping buildMultiplier part): 
Lets say now the  repair rate A * 2 workers  = damage of 1 ram
so                repair rate A * 4 workers  = damage of 2 rams
We want a         repair rate B * 18 workers = damage of 2 rams
Then B = A * 4 workers / 18 workers
A= 33.3 B=7.4

With the new value (7.4) 18 workers could repair a wall as fast as 2 rams are damaging it. But only about 16 workers fit on one side.

A wall is build with one worker in 15 to 45 seconds, witch is very fast compared to other structures (it flies up in the sky). Even 1 worker can build a wall faster than 1 ram can destroy the foundation. The build time should be checked.

The repair rate of Ships (10) got overcompensated in a19. It should be lowered.

The stone gate has a BuildTime of 0, resulting in an infinity repair rate (from tooltip) and it's repairing at 1 Hp/second/worker. BuildTime should get a value, but no displayed in the ""build tooltip"".

At line 53 of Repairable.js there is a TODO for resource cost by repairing. This will incline with balance too, so adding it too this ticket."	defect	new	Should Have	Alpha 20	UI & Simulation		patch review		
