ToejamS wrote:The idea of making unit repair more viable has been talked about for years. This will start turning the game into a too heavy micro game IMO. At the moment the game is not very apm dependant, that would change it radically.
No I disagree. We are not talking about making repairing
more viable. We are talking about making repairing
viable. Period. With the current siduation, players are actually punished for repairing units.
I also disagree that it would be micro intensive. Because, it could easily be achieved by building forward engineering stations, or setting forward engineers/Mantis/Harbringers to assist ground. That way, the army could park at the designated spot and recieve repairs. Or engineering stations could be integrated into a firebase build. No micro required.
It is not the mechanic itself. But, rather the magnitiude of the benefit which could be game breaking and that is something which is entierly open to negotiation. I would consider anything between 60% and 80% to be an acceptable figure. 80% cost would make it neutral with reclaim. While < 80% would make repair the slightly better option.
Consider you have a T3 artillery structure which is on death's door. With say 1 HP left. You could:
1) Repair it... Which means you pay 100% of the cost in mass and energy;
2) Reclaim it and build another... Which means you reclaim 81% of the mass, and spend 19% of mass cost and 100% energy cost
3) Destroy it get the rebuild bonus... Which means you recover 50% of the mass, 50% of the energy and gain 50% of the completion time.
As you can easily see. Repairing is a vastly inferiour option. The mechanics should be changed to at least make it neutral.