WARBIRDS.IO Dev Log

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Repair party & engine boost

A warship already had a damage-control party to put out fires and stop flooding. Now it has two more consumables to manage: a repair party that heals the hull back, and an engine boost for a burst of flank speed. Both are on their own cooldown, so the fight is as much about when you spend them as anything else.

A warship under engine boost on open water, its conning panel reading the loaded shell, smoke, repair party and engine boost active, and damage control ready
The conning panel tracks every consumable — smoke, repair (T), boost (G), and damage control (R), each on its own cooldown.

Repair party (T)

Press T and the repair party goes to work, regenerating a slice of the hull's health every second for a few seconds. It can out-heal a fire, so you've got a real choice: pop it now to claw back the damage from that last salvo, or hold it — because the moment it's on cooldown, a fresh fire or a citadel hit has nothing to answer it. A green sparkle plays over any ship that's repairing, yours or a visible enemy's, so “they're healing — push them now” is a read you can act on.

Engine boost (G)

Press G for all-ahead-flank: a temporary lift to the hull's top speed. It's the answer to a dozen situations — close the gap to get your guns on target, kite a slower battleship, swing wide around an island, or comb a torpedo spread that would otherwise catch you flat-footed. A battleship boosting is still no destroyer, but the extra knots are often the difference between eating the fish and slipping past them.

How it sits in the engine

Both are the same shape as the existing damage-control party: a rising-edge request on the input, a duration window, and a long cooldown, all driven from per-hull timers. Repair adds its regen in the ship-damage tick (capped at max HP); boost lifts the flank-speed ceiling in the hull integrator, so it just falls out of the existing World-of-Warships handling. The repair glow rides a spare bit on the vehicle snapshot, and the AI uses both — repairing when it's hurt, boosting to break off when it's badly hurt. As ever, it's all behind the naval seam: the air game's protocol and physics never see any of it.

Five things to juggle now — shells, smoke, repair, boost, and the damage-control party — and never quite enough cooldown to go around. That's the game.