Cornflakes_91 wrote:so you want the logistics of repair to be nonexistent?Black--Snow wrote: Automatic and free, repair costs shouldn't really be significant anyway imho.
once you have a carrier your parasite ships come for free.
any defeat thats not complete annihilation means literally nothing because they just go back home and are at 100% again for no cost
leading to all or nothing fights which are ultimately boring because theres no strategising going on, just blob on top of the other and try to destroy as many ships as possible, because damaging ships is meaningless.
no point to repeteadedly attacking a stronger group which has a carrier, because if you dont wipe them out they are back at full strength 20 seconds later.
no point trying to run them out of repair supplies because there are none needed.
repair time and cost both make for much more interesting strategic play, with time being more important because you can take things out of the game for a while without having to destroy them.
without time and cost repairs are a no brainer, with time and cost it becomes a decision to take a ship out of your force for a while for repairs. or if its even worth it to repair that ship instead of just ripping out all of its components and scrapping the hull.
That's not what he's saying Cornflakes. What he is saying is that if you have a fleet of any size, repairing fighters after an attack is a negligible expense that should be solved in the click of one button or done automatically the same way projects are handled.
Things should take time and resources to repair. I believe the amount of time should be based on the type of components damaged or destroyed, including armor and hull which was damaged. These, along with the general size of the ship taken into account, should provide a good estimate for how long something should be docked and being worked on.