Repair Point

Continuously repairs the closest damaged unit in its vicinity.
Overview
Repair Point is a support building that continuously repairs the closest damaged allied unit within its range. It was introduced in an early build and received a wording change in Version 7.0 where its description was altered from "continuously heals" to "continuously repairs", reflecting its role as a dedicated field-repair structure rather than a general healing aura.
Mechanically, a Repair Point targets the nearest damaged unit and applies repair work automatically while that unit remains in range. Its nominal repair rate is 27 HP per second, and it requires 60 units per second of its input resource to operate at that rate. Repair Points do not deal any damage and are deliberately fragile compared to combat turrets; they serve purely to restore durability rather than to contribute offensively.
Because Repair Points can prevent unit losses, they are especially valuable for maintaining expensive tier-2 and tier-3 units on the field without rebuilding them from scratch. Recovering damaged high-tier units with a Repair Point is often much cheaper and faster than producing replacements. However, attempting to sustain very large or heavily damaged units with a Repair Point alone will place a heavy demand on input throughput and time; scaling up healing capacity beyond the building’s baseline becomes costly in both resources and infrastructure.
Repair Points pair well with defensive structures and cooling systems that reduce incoming damage, such as Repair Turrets. Offensively, Repair Points (combined with repair turrets) represent the most resource-efficient option for field healing during assaults, enabling forces to out-heal turret and environmental damage in prolonged pushes. This makes them particularly useful in confrontations where static defenses must be overcome through attrition, for example in encounters like 


Practical usage notes:
- Place Repair Points behind frontlines or near choke points so damaged units can fall back into range for repairs while staying protected.
- Combine Repair Points with Repair Turrets and cooling to maximize effective uptime and reduce net damage taken.
- Use Repair Points to preserve expensive units instead of rebuilding; this is most cost-effective for tier-2 and tier-3 units.
- Be mindful of input throughput: the stated required input of 60/sec is necessary to sustain the listed repair rate; multiple repair buildings or high-output supply lines are required to support heavy healing needs.
- Protect Repair Points actively; they are fragile and have no self-defense, so they should be defended by turrets or placed within defended perimeters.
Official description
Continuously repairs the closest damaged unit in its vicinity.
Other entities of this type
- Additive Reconstructor
- Air Factory
- Basic Assembler Module
- Constructor
- Large Deconstructor
- Exponential Reconstructor
- Ground Factory
- Large Constructor
- Large Payload Mass Driver
- Mech Assembler
- Mech Fabricator
- Mech Refabricator
- Multiplicative Reconstructor
- Naval Factory
- Payload Conveyor
- Payload Loader
- Payload Mass Driver
- Payload Router
- Payload Unloader
- Prime Refabricator
- Reinforced Payload Conveyor
- Reinforced Payload Router
- Repair Turret
- Ship Assembler
- Ship Fabricator
- Ship Refabricator
- Deconstructor
- Tank Assembler
- Tank Fabricator
- Tank Refabricator
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