Forged Alliance Forever Forums
stimpack88 wrote:Right now the repair speed of damaged units in the game is too slow to be meaningful should be sped up a bit (probably start with 2x what it is now).
Ze_PilOt wrote:If you want something to happen, do it yourself.
uberge3k wrote:Why would you want to repair a unit?
It's always cheaper to make a new unit and put that buildpower towards reclaiming or assisting factories. If it's an exp, it's a *far* better deal to simply kill it and reclaim it to build a fresh one rather than try to repair it.
Ze_PilOt wrote:If you want something to happen, do it yourself.
AdmiralZeech wrote:It used to be that I felt that repair needed to be better than building a new unit, because I felt there was a need to reward other forms of tactical micro.
thygrrr wrote:Repairing an Experimental: Reward-Low Micro=Substantial Reward -> Do it!
Repairing a Mantis Swarm: Reward-High Micro=No Reward or Negative Reward -> You can do it, but it's stupid.
Repairing your T2 Factory that just got damaged by a TML: Survival-Medium Micro=Survival -> You should do it
So repairing masses of units is offset by the micro cost, which should exceed the repair reward for T1, and maybe Breakeven for T2 Structures and Ships, and start being profitable for T3 Mobile.
The whole concept of Veterancy is there because key units that have seen combat action are supposed to gain value, meaning repairing them should pay off. It doesn't mean you have to repair every single LAB (except in really rare early game situations where a far out engineer could repair its guarding platoon)
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