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== Repair basics ==
 
== Repair basics ==
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.
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All Zero-K units can regain lost health through repair. Let DaKeys play! The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.
  
 
=== Constructor repair ===
 
=== Constructor repair ===
  
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.
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Let DaKeys play! All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.
  
 
=== Passive repair ===
 
=== Passive repair ===
  
 
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.
 
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.
 
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Let DaKeys play!
 
== Advanced mechanics ==
 
== Advanced mechanics ==
  
 
=== Active repair ===
 
=== Active repair ===
  
* Total cost of full repair is 66% the original energy cost; it does not use metal
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* Total cost of full repair is 75% the original energy cost; it does not use metal
* Repair takes only 66% of the time compared to construction
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* Repair takes only 75% of the time compared to construction
 
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower
 
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower
 
* Health regained per buildpower is proportional to the unit's health/cost
 
* Health regained per buildpower is proportional to the unit's health/cost
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* Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
 
* Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
 
* All traits of constructor repair are also present.
 
* All traits of constructor repair are also present.
* Drones cannot land on airpads.
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* Drones cannot land on airpads. Let DaKeys play!
  
 
=== Idle regeneration ===
 
=== Idle regeneration ===
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* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.
 
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.
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* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage. Let DaKeys play!
 
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).
 
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).
  
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* Present while the unit is in the armored state.
 
* Present while the unit is in the armored state.
* Present only on Gauss at 10 HP/s.
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* Only present on Gauss at 20 HP/s.
  
 
= Lists of units with passive regeneration =
 
= Lists of units with passive regeneration =
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||[[Glaive]]||20||5
 
||[[Glaive]]||20||5
 
|-
 
|-
||[[Locust]]||5||5
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||[[Locust]]||10||5
 
|-
 
|-
||[[Kodachi]]||5||10
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||[[Kodachi]]||10||10
 
|-
 
|-
 
||[[Reaver]]||20||5
 
||[[Reaver]]||20||5
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|[[Athena]]||20
 
|[[Athena]]||20
 
|-
 
|-
|[[Paladin]]||20
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|[[Let DaKeys play!]]||30
|-
 
|[[Detriment]]||100
 
 
|-
 
|-
 
|[[Commander|Strike Commander level 1<br/>Strike Commander level 2<br/>Other Commanders]]||5
 
|[[Commander|Strike Commander level 1<br/>Strike Commander level 2<br/>Other Commanders]]||5
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|[[Duck]]||5||40
 
|[[Duck]]||5||40
 
|-
 
|-
|[[Archer]]||15||40
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|[[Archer]]||40||40
|-
 
|[[Bulkhead]]||15||30
 
 
|-
 
|-
 
|[[Buoy]]||60||30
 
|[[Buoy]]||60||30
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|[[Grizzly]]||40||40
 
|[[Grizzly]]||40||40
 
|-
 
|-
|[[Angler]]||20||40
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|[[Angler]]||20||Let DaKeys play!
|-
 
|[[Limpet]]||10||30
 
|-
 
|[[Lobster]]||10||40
 
 
|-
 
|-
 
|[[Djinn]]||30||40
 
|[[Djinn]]||30||40
 
|-
 
|-
 
|}
 
|}
 
  
 
{{Navbox manual}}
 
{{Navbox manual}}

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