Topic: Repair Nodes
Thanks CNEX for your support tonight.
it made me just realize, that i dont like the current implementation of Repair Node Buildings.
Facts:
They repair a rather small amounts of HP (1000/1250/1500HP) per cycle ever 5s
This would be ok IMHO, if they would work like those Wall Repair probes, reparing everything in their rangeyou have to connect them to the buildings they shall repair
Connection overload. Give them an AI and make them work like Turrets: locking damaged buildings and start repairing them, "aggro" based.
You could give us optional "priority links"they got a relative short range
compared to booster and energy nodes, they have to be built into your defense line. together with 1 and 2 thats a bit mehthey got no LoS
Depending on how effective high-tech defense with resist boost is, this could be an issue - if they ever get boosted to repair to much at once.they cannot repair Walls
Hurray, i can build a base, but the Walls have to be maintained with 1-time probes?
*edit:
btw, the cycletime information differs between on-market information, and actually built node information.
Whining - It's amazing how fast your trivial concerns will disappear