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They have a "recharge bar" so it doesn't matter if one rebuilder or 30 target the same structure if they're all reloading. The first one to reload will rebuild that structure and they all go find a new target.
That said, I would like it that remains rebuilders would not target a structure that another rebuilder is already targetting [i]unless its reload time is less[/i] but that condition will never happen (think about it). |
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i dont see why not. the engineer already limit themselves to a single assist per target usually. why not use that code for the mobile repair options? |
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In my experience, remains rebuilders work like engineers performing repair duties until it's half-way rebuilt, at which point it turns into a constructing structure at 50% health. Expensive and/or slow stuff can take a while with one rebuilder working on it, but a good sized gang of rebuilders (10-20) can get a system back into shape pretty quickly.
That said, the UI isn't terribly informative about this, but you can test it by building a mk3 reactor, scrapping the command station, rebuilding the command station, and then timing how long it takes for remains rebuilders to reconstruct the reactor debris.
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The issue is that the rebuilder will run back to its FRD home point for a second or so before deciding on a new target which wastes time since often wreckages are in clusters and the rebuilder just has to run back the way it just came. |
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