Yeah, I can get behind that. 5% sounds reasonable - enough to give an advantage to players who are in their own supply range, but not too much that players will retreat an sit their ships around until they're at max health again (as opposed to sending them to a shipyard).eleazar wrote:I didn't really remember either, but this sounds good:Geoff the Medio wrote:Repairing hasn't been implemented. I don't remember if or what was decided about how it should work though...eleazar wrote:Weren't ships supposed to be slowly repaired when they were within supply range? That doesn't seem to happen, nor when they are in one of their systems.
5% or 10% maybe?
- * Ships located in a shipyard's system are fully repaired (current health set to max health) at the start of each turn, except on turns in which the ships engaged in battle.
* Ships located within the fleet resupply network of their empire are slightly repaired by having their current health meter increased by some to-be-determined small amount each turn.
* Ships located outside their fleet resupply network do not repair between turns.
Then there are species/ship parts/hulls that can also facilitate repair, but that can all be implemented via effectsgroups.