FtXCommando wrote:Sounds like a buff to drops and t2 bombers when they don’t need one. Also sounds like a pointless increase on micro that doesn’t increase the skill cap at all.
The danger of keeping a pgen on 5% hp is that it can blow up everything around it pretty quickly (and t3 pgens tend to be around important things).
I agree it would buff drops, but I think it's very rare for people to repair anything, even pgens, except while the initial attack is ongoing (if they think they can keep it from dying). If not it just gets a reclaim order to prevent the explosion. If you have a decent amount of power you are probably better off building a replacement pgen, and then reclaiming the 5% health one rather than repairing it.
And then there is still zero reason to ever repair a mex because they don't explode. I actually intentionally avoid ever repairing a mex, because it's a total waste of mass! If it dies later you usually just get the reclaim from it and rebuild it for a small loss, but less than if you had repaired it earlier.
It's not like this game mechanic is super broken, but it's just a little weird that there is very rarely any reason to repair buildings. On the other hand it's somewhat consistent with reality that sometimes its not worth it to try fixing something old and broken, and to just recycle it and build something new. So I dunno. It's not a big deal either way, but it still would seem workable (and potentially better) to have buildings operate at less than 100% based on damage (at whatever rate seems best, maybe we decide they always produce at minimum 75% efficiency, after testing).
To be clear I'm stopping short of saying we should apply something similar to units. I can imagine it, but it would very significantly change the game if you change unit dps, speed, etc. based on their hp remaining.