In the future it would be kind of cool if they were recoded somehow as infrastructure so could be repaired or even rebuilt.
Shards wrote: ↑Mon Jan 18, 2021 12:47 pmHave to say, I'd never considered that a unit could repair these structures! They're neutral units (as both sides can theoretically benefit from them), so I don't think that we can make them repairable in any way.Celeborn wrote: ↑Sun Jan 17, 2021 2:31 pm FYI I discovered that the oil production sites are apparently not considered infrastructure and cannot be repaired by engineers or Seabees. In the future it would be nice if these new (and cool) variants were accompanied by rules on how they work. (it is a mystery how a "production target" is met, whether damaged facilities reduce meeting production, what taking/losing a production site means, etc) This led me to do what I thought was the right thing by purchasing engineers to repair them which turned out to be a waste of RPs and more critically CPs. :-\
In general, if you hold the flag and the nearby production facility is alive, then you gain 1 point per turn. The target increases by 2 each time you meet the target, which spaces the reinforcements out more over the course of the scenario.