Allow repairs to be done similarly to workforce consumption

I’ve been stewing over repairs for the last several weeks… I don’t know about anyone else, but every time I look at repairs I just lose motivation to continue doing anything.

So what if instead of having a narrow one day window for ideal repairs every whatever period, resources were just consumed “daily” like workforce consumables instead?
Any “missed” materials would be tracked and cause a reduction in the building efficiency until repaid.

This would, in my opinion, simplify some of the mystery around repairs-the actual numbers may still be a black box, but new players don’t have to dig into mysterious complex guides and third party tools to figure out repair cycles.

To repay, once materials are present, it draws material at double (or higher) rate until caught up.

There would be no more hassle on “can I make this repair delivery on time?” or “damnit I sent repair materials out too late” or “oh no I was short 14 MCG and I don’t have time to get more”

For example, a 20 SME base would look something like:
Every 2.25d, consume 1 BBH, 1 BDE
Every 1.5d, consume 1 BSE
Every 1.05d, consume 8 MCG
Every 2d, consume 1 SEA
etc

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Make it a pro feature because lets face it this sort of thing sounds as if it should be in the pro section of the game as a automatic repair.

It’s not really a 1 day window that’s super narrow. In many cases, especially when you consider productivity loss, you’re talking about extremely small differences if you repair it anytime in the week before that. In some cases I think it’s marginally better to repair it earlier than the 91st day. But we’re talking a couple bucks on a base which makes $50k\day.

Think of it more like a deadline, but can be turned in early for no negative penalty.