Hi guys,
I've seen a few threads around discussing related issues (nerfing reclaim, buffing repair etc.) but they either appeared to be quite old, or while related, had a different main topic. So opened a new thread.
Essentially, the argument I've seen is:
- reclaim is worth (a lot of) mass
- repair costs 100% of mass
- therefore, for hp < reclaim mass percentage, apart from (rare) strategic value, it is never worth repairing.
So make repair viable. But if discount is massive, then engineering stations become potentially OP and used to tank.
I do think repair is underpowered (and therefore basically never used.) I do also think it is good that there are times when reclaim/rebuild are better options. I am thinking that it would be good, if possible, to further simulate it as in real life - that is, sometimes things AREN'T worth repairing if heavily damaged (easier to get a new one, unless you really need the old) but it IS worth it if it isn't that badly damaged.
So here is my suggestion:
When the unit is :
- lightly damaged (75-100% health), repair cost is 40% of cost.
- moderately damaged (25-75% health), repair cost is 80% of cost.
- severely damage (<25% health), repair cost is 200% of cost.
For clarity, my current idea is that repair does not need to be complete (to 100% hp) before the new rate applies. So, based on the above numbers, repairing a unit from ~0% health to 100% would cost 2x0.25 + 0.8x0.5 + 0.4 * 0.25 = 100% of cost. (I tweaked the numbers so it would be 100%. I am open to ideas to change the numbers, especially I think the severely damaged could cost even more (e.g. 600% of cost, to push full repair cost to double) to further discourage repair for highly damaged units unless you REALLY needed the unit for strategic value, e.g. a SMD, gameender etc..)
Based on above numbers, if you repair from 25% to 100%, it would be a 50% discount. Therefore, out of battle, unless severely damaged, you get a significant discount and repair is much more worth it. The lighter the damage, the cheaper (and faster) the repair. Reclaim + rebuilding would take longer (and be hardly worth it) The heavier the damage, the more it is better economically (and faster) it would be to reclaim and rebuild.
For something that is damaged to 75%, cost to repair is 0.25 * 0.4 = 10% of cost, which equals reclaim based on pure mass cost as well (but MUCH faster, retains functionality etc.).
I also think it does largely mitigate the engineering station problem - because if your attack force can't hit the units to under 75% hp, then it probably wasn't going to win anyway. And if you hit under 75% hp, the discount is not that big. And if it's quite close, the engineering stations become a massive drain on the enemy eco.
What does everyone think of the idea?