During outpost battles, it should be possible to damage the drill and any future building that might be constructed. It should also be possible to repair the damage during outpost battles, for anyone brave enough to try this in the middle of a battle. During battle, those repairing must be flagged appropriately. Multiple people should be able to repair the structure for an increase in repair speed.
It should take twice as long to repair a point of structural integrity as it does to damage a point.
If a drill is damaged, production should decrease for as long as the drill is damaged more than 25%, scaling downward. So:
- 100% - 75% integrity = normal operation
- 75% - 25% integrity = half production
- below 25% integrity = no production
- 0% = the drill is destroyed and a new one must be built
The visual appearance should reflect the damage the structure has suffered. A lovely little animation should run if a building/drill is fully destroyed.
During in-game events, such as the Fyros retaliation for the Matis attack, participating players should be able to target buildings (including fences and walls) for damage or destruction. Whatever damage the buildings suffer, that would be the damage that needs to be repaired in a subsequent event, instead of simply replacing the existing structure with a flaming cinder. Imagine a Matis attack making it to Pyr, and collapsing tunnels in the city. Or Fyros razing the gazebo in Yrkanis (and killing that stupid yubo Bubbles in the process).
If a battle is not in progress, the repair process should happen without additional user assistance. Confirm the cost for repairs, pay the fee, repair (slowly) happens. Homins should be able to chip in and repair the structure faster, collecting the mats from the main outpost building at appropriate times.
New tools would be used to repair structures.
(Related to this, the reverse should also be possible: building a new drill should show different graphics throughout the construction stages instead of just the one almost-built drill for the hour and then "poof" new drill.)
It should take twice as long to repair a point of structural integrity as it does to damage a point.
If a drill is damaged, production should decrease for as long as the drill is damaged more than 25%, scaling downward. So:
- 100% - 75% integrity = normal operation
- 75% - 25% integrity = half production
- below 25% integrity = no production
- 0% = the drill is destroyed and a new one must be built
The visual appearance should reflect the damage the structure has suffered. A lovely little animation should run if a building/drill is fully destroyed.
During in-game events, such as the Fyros retaliation for the Matis attack, participating players should be able to target buildings (including fences and walls) for damage or destruction. Whatever damage the buildings suffer, that would be the damage that needs to be repaired in a subsequent event, instead of simply replacing the existing structure with a flaming cinder. Imagine a Matis attack making it to Pyr, and collapsing tunnels in the city. Or Fyros razing the gazebo in Yrkanis (and killing that stupid yubo Bubbles in the process).
If a battle is not in progress, the repair process should happen without additional user assistance. Confirm the cost for repairs, pay the fee, repair (slowly) happens. Homins should be able to chip in and repair the structure faster, collecting the mats from the main outpost building at appropriate times.
New tools would be used to repair structures.
(Related to this, the reverse should also be possible: building a new drill should show different graphics throughout the construction stages instead of just the one almost-built drill for the hour and then "poof" new drill.)