KDR_11k wrote:Well, it stays close to the other unit. Dunno why you'd want that with a unit that can't do anything to help but I guess it may be useful to keep them together or for some kind of widget.
S:1944(aata) medics who can only heal inf and mechanics who can only heal tanks.
Gundam could have construction units that can only repair buildings and nanotower like buildings than can repair mechs but cannot conassist..
EE could have hubs that can heal buildings but not tanks and hangers that units can go in to be repaired(again similar to nanotowers)
Ulitimately it would allow us to limit the unit to not repair X thing and still repair what we have not eliminated. In my mod I would just add repair categories label "repaira"(repair aircraft), "repairm"(repair mech) and "repairb"(repair buidling). However, I may just do my own odd thing. The categories will probably be anything ranging a-z with no obvious convention because this mod will not leave my control, other moders can do the same or use meaningful names.
Also as a note, many moders have used up their categories and need to elminate MANY useless categories(TA:S moders I am looking at you)
The point is that there is a need to limit what a unit can repair and in certain situations... i.e. a damaged tank.. a surgeon is useless. However, having a medic and a mechanic in a squad would mean you can heal either and it would mean that they would be units that you want to protect in a squad.
as far as can or cant it makes no difference to me which tag we have I just want to be able to limit what can be repaired by what. A giant crane healing infantry is asinine.