Skip to content

Add a Rest/Repair screen or area for tracking use of Repairs between encounters #3556

@Mirkwood579

Description

@Mirkwood579

Problem or Motivation

Currently, the only thing in Active Mode that is saved between encounters is expenditure of a core power. Previously, in v2, there was a rest screen that could be used to spend repairs for repairing systems, stress, or structure, and it was kept track of, so that you didn't have to write down or just remember what your HP and destroyed systems and repairs were at between encounters, especially since it is often that you are not completing the entire mission/section of mission without a Full Repair in a single session.

Proposed Solution

There are two options I think would work:

  • Create a screen where repairs can be spent to repair destroyed systems, repair stress and structure, and have the spent repairs, current HP, stress, and structure, and destroyed systems be maintained between encounters. Also include a Full Repair button on the screen.
    or
  • Change the function of the End Encounter button to send the user to the Rest/Repair screen, as above, but there's also a button to go to the next encounter, which resumes the standard Active Mode, taking into account any changes to values made on the Repair screen. This would effectively change Active Mode from recording encounters on a page to recording a whole mission, and then the reset up to full whenever you start a new character page in Active Mode works since it would be used only after getting a Full Repair or going on a new mission.

Related Area

Active Mode / Combat

Alternatives Considered

No response

Metadata

Metadata

Assignees

No one assigned

    Labels

    triageRequires Review

    Type

    No type
    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions