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Base repair time, for invasions

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It would be nice if destroyed built items have a grace period, in which the "blueprint" or shadow of the item on its unbuilt stage is left after something is destroyed, be it during an invasion or some random bug attack. i say this because sometimes there is massive destruction (looking at the queen ****roach body slam) and it gets hard to remember what was actually in that place, to compensate there can be loss of construction materials of the destroyed item (just saying, not sure if there is already that mechanic in the game)

I don’t think there is a mechanic for that or at least I’ve never triggered it. This might have to be a feature that’s customizable in the menu as I can see some players not wanting it; having your build destroyed seems like a natural consequence to not defending it adequately to some players and thus being able to rebuild easily would make raids feel less consequential to them. I’m not in that category personally so having an easier way to restore my builds appeals to me a lot.

I’m not sure how they’re saving our build data, but what you’re suggesting sounds basically adding another state; we have unbuilt blueprints, partially built blueprints, fully built pieces, damaged pieces, and then we’d need non-player destroyed blueprints. (We would not want blueprints appearing for pieces we intentionally destroyed.)

I feel like having the new blueprints appear during the raid could be rather distracting, but it’s not like regular blueprints disappear during battle… I still think it would be a nice touch to wait for the “in battle” status to disappear before those blueprints become visible, but I’m not sure about the potential performance issues with that idea.

I know for some of my builds a timer would be unreasonable as I would not be able to get enough resources to repair large scale destruction in a reasonable amount of time due to spawn location distance to my base and respawn rates. I do have some builds where I probably could get it done pretty quick as I used the most basic of resources.

There might need a menu option similar to “destroy all blueprints in range” to let us either remove all of the non-player destroyed blueprints in range or convert them all into regular unbuilt blueprints.

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