Mythos_Ruler Posted October 21, 2010 Report Share Posted October 21, 2010 I made a ticket on Philip's suggestion.http://trac.wildfiregames.com/ticket/633I'd prefer the last option of just linking repair with building. Repair would happen at the same rate as building and have the same associated cost. The benefit of repairing would be that damaged buildings can still research technologies and train troops (maybe there are some gameplay opportunities here regarding damaged buildings and ships, but that is another discussion).Currently right now the repair rate is capped at 1 HP per second and is excruciatingly slow and too manpower intensive for the player to do. Quote Link to comment Share on other sites More sharing options...
feneur Posted October 21, 2010 Report Share Posted October 21, 2010 It sure takes some thinking. I mean to be realistic it can probably both take more and less time to repair a building than to build a new one (longer because you'd need to clear away the rubble, shorter because the main structure is already there). Gameplay-wise: I'd say repairing is better than building a new building both for the reason you mention and also because you'd have a whole building for say 25% as opposed to 100% of the time/resource cost. Though of course, if you'd build a new building you'd have two buildings, only with the caveat that one of them is 25% weaker.That last point makes me think we should at least make the repair rate somewhat quicker than the build rate. Or the cost, not sure which is easiest, the latter is probably more realistic as one could reuse some of the old material.Then again, when we have limits for how many of a certain building one can have in a territory it's automatically more valuable to repair as you'd have to demolish a building to be able to build a new one if you're at the limit, so perhaps a 1:1 ratio is good enough Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 21, 2010 Report Share Posted October 21, 2010 i think it should at least be 25% cheaper to repair a building for the same reason u stated. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted October 21, 2010 Report Share Posted October 21, 2010 Here are some old ideas on repair:http://trac.wildfiregames.com/wiki/XML.Entity.Actions.Repair Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 21, 2010 Author Report Share Posted October 21, 2010 Yeah, what Jason posted is the most flexible way. I was just throwing an idea out there, that repair and building are identical, in a misguided attempt to make it easier. What Jason links us to is the most flexible and ideal way to do it (although we no longer use the <Actions> tag). Quote Link to comment Share on other sites More sharing options...
DerWer Posted October 24, 2010 Report Share Posted October 24, 2010 (edited) It sure takes some thinking. I mean to be realistic it can probably both take more and less time to repair a building than to build a new one (longer because you'd need to clear away the rubble, shorter because the main structure is already there). Gameplay-wise: I'd say repairing is better than building a new building both for the reason you mention and also because you'd have a whole building for say 25% as opposed to 100% of the time/resource cost. Though of course, if you'd build a new building you'd have two buildings, only with the caveat that one of them is 25% weaker.That last point makes me think we should at least make the repair rate somewhat quicker than the build rate. Or the cost, not sure which is easiest, the latter is probably more realistic as one could reuse some of the old material.Then again, when we have limits for how many of a certain building one can have in a territory it's automatically more valuable to repair as you'd have to demolish a building to be able to build a new one if you're at the limit, so perhaps a 1:1 ratio is good enough Here is an idea. Repairing could perhaps not fully restore all of the hp. For example a percentage of the damage received during a raid could not be regained(perhaps 10-30%?). Over many attacks this would force the player to rebuild a new building. This allows repairing to be quicker and cheaper while not being overused. It could also be used to balance civilizations (some factions are better at making repairs?). If this were implemented it would be nice to represent the unrepairable hp in the health bar over the building.Any way, just throwing it out there. What do you think? Edited October 24, 2010 by DerWer Quote Link to comment Share on other sites More sharing options...
janwas Posted October 25, 2010 Report Share Posted October 25, 2010 Interesting idea. Just for comparison, Vietcong had this feature. If you got shot up, a medpack would only heal half the damage, and the other half was marked a darker shade of red in the HP bar (as you suggest). Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 25, 2010 Author Report Share Posted October 25, 2010 Right, I guess the idea that nothing patched up is ever really "as good as new." Quote Link to comment Share on other sites More sharing options...
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