Damaged pgens should produce less power

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Damaged pgens should produce less power

Postby FunkOff » 21 Mar 2020, 18:38

Just a thought after I saw a game wherein a T3 pgen took 95% damage. The player didn't bother to repair it. And now that repairing costs 1/4 less, that could be a pretty cool mechanic.
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Re: Damaged pgens should produce less power

Postby keyser » 22 Mar 2020, 00:55

would you make the mexxes produce less depending of the damage ?
would the facto/engie/ACU would be less rapidly when they are damaged ?
should a 95% damaged T3 pgen, produce only 5% of its full health output ?
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Re: Damaged pgens should produce less power

Postby techmind_ » 22 Mar 2020, 07:34

keyser wrote:would you make the mexxes produce less depending of the damage ?
would the facto/engie/ACU would be less rapidly when they are damaged ?
should a 95% damaged T3 pgen, produce only 5% of its full health output ?


Probably they should, repairing buildings = spending mass. There is no downside to have damaged building cause reclaiming a wreck kinda returns 80% of the mass, so repairing is always is a waste of mass. The only buildings which get repaired are smd's & shields.
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Re: Damaged pgens should produce less power

Postby FunkOff » 22 Mar 2020, 18:43

keyser wrote:would you make the mexxes produce less depending of the damage ?
would the facto/engie/ACU would be less rapidly when they are damaged ?
should a 95% damaged T3 pgen, produce only 5% of its full health output ?


It's probably enough to trial this with pgens only at first. T1 pgrns won't be repaired but t2 and t3 maybe. The death weapon adds reason to help repair itm
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Re: Damaged pgens should produce less power

Postby Steel_Panther » 23 Mar 2020, 03:03

keyser wrote:would you make the mexxes produce less depending of the damage ?
would the facto/engie/ACU would be less rapidly when they are damaged ?
should a 95% damaged T3 pgen, produce only 5% of its full health output ?


Of course there's no reason to expect damaged things to work at full capacity. I guess no one is advocating that units with damage deal less damage or anything (which would also be logical but could get too complicated), but it seems reasonable that buildings work less effectively. It doesn't have to be exactly equal to the amount of damage though. E.g. just make it a 0.5% reduction in efficiency per 1% damage, so a 50% health building works at 75% capacity, and a 1% health building at 50.5% capacity. Because I agree that right now there is very rarely any reason to bother repairing buildings.
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Re: Damaged pgens should produce less power

Postby Endranii » 23 Mar 2020, 03:24

Just play Rimworld. Something something.
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Re: Damaged pgens should produce less power

Postby Farmsletje » 23 Mar 2020, 03:46

Rather add a slow burn mechanic on buildings under x% hp than some arbritrary value like this 4head
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Re: Damaged pgens should produce less power

Postby Mach » 23 Mar 2020, 04:17

and have units move slower with slower rate of fire the more damaged they are
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Re: Damaged pgens should produce less power

Postby techmind_ » 23 Mar 2020, 06:54

Mach wrote:and have units move slower with slower rate of fire the more damaged they are

This is actually bad mechanic for mobile units, longer range is already an upside.
For units leave as is, only do this stuff for resource/buildpower buildings.
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Re: Damaged pgens should produce less power

Postby FtXCommando » 23 Mar 2020, 07:29

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).
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