Closed djwhitt closed 7 years ago
Only allowing self-repair on bases appears to follow Elite Command's rules, but determining repair value by terrain type doesn't. How much variance are you imagining between terrain types?
I'm not sure yet. The use case for basing it on terrain type is repair bays. We might want them to repair a different amount compared to bases.
Looking at Elite Command, it appears to do a very generous 1/2 damage heal on bases. That seems like too much to me, but something based on a ratio rather than a fixed amount could be interesting. I might defer the decision on the amount for the initial implementation and keep the existing logic but confine it to bases.
I think I'll probably split this up into a multiple issues with a minimal version targeted for the next release.
I think the critical functionality for the next release is limiting self-healing to bases. We can generalize how it works for other terrain types later. I'm just concerned that self-healing everywhere + units that can heal weights things to heavily towards defense. We can also skip making healing ratio based for now.
Forgot to mention this issue in the commit message, but this is complete as of 338083f143f9746d138c1e435e3acc308936f6be
Still debating this a bit, but I think with the addition of units that can repair/heal, self-repair anywhere on the map should be disabled and replaced with self-repair only on certain tiles (bases and possibly repair bays). The amount of the repair should (probably?) also be determined by the terrain type.