More importantly, it means that repairing your units mid-mission is a way to slightly increase your intake from a mission, which is particularly significant in the early missions when you don't have much money to go around and saving 30$ can be the difference between affording one additional, vital upgrade vs not hitting that threshold. The actual ratio is extremely generous, with every 10 HP your forces are missing costing you 1$, so it's largely an ignorable mechanic (You make hundreds of credits in early missions, thousands in the mid-game, and can easily break 10,000 on some late-game missions, while your repair costs even with catastrophic losses are generally double-digit or triple-digit), but it does mean that raising HP as a means of improving a unit's survivability is slightly counterproductive relative to other options. One wrinkle worth noting is that the game has a 'repair cost' notion, where the amount of HP your units are missing at the end of a mission subtracts some cash from what you just earned. Your other units can all die and it doesn't really matter if you manage to get to the end of the mission successfully anyway. In the Sunrider's case, it's your toughest unit by a fair margin, especially early in the game before you get the Paladin and can purchase Solar Alliance Cruisers, but this is small comfort as the Sunrider is usually your only mission-critical unit: if the Sunrider dies, you game over then and there. That said, it should tend to be a priority more in the mid-game than the early game: early on you're better off reducing Energy costs on weapons. It gives you one more potential tile of movement if you need the Sunrider to rush somewhere, and it makes it easier to cram in double-shots with your Kinetic and Laser weapons without dumping obscene amounts of cash into upgrading them per se. Overall, 120 Energy is a bit of a 'magic number' for the Sunrider to eventually achieve. You should generally not be moving more than 1 tile a turn, if any, and ideally you should tune your Energy Cost and Energy total upgrades to account for that. As it happens, the Sunrider is probably your most powerful unit, too, and it's able to perform comfortably in most any situation, at least if you've upgraded it appropriately. Officer Protagonist 3.0 Spaceship 3.0 Tactician Protagonist 3.0 Space 2.9 Captain Protagonist 2.9 Mecha 2.9 Mecha Combat 2.9 Mecha Pilot Heroine 2.9 Science Fiction 2.9 Starship Combat 2.9 Military 2.8 War 2.8 ADV 2.8 Combat Capable Friends 2.8 Map Movement 2.8 Difficulty Settings 2.7 Turn Based Strategy Game 2.6 Engineer Heroine 2.5 Fighting Princess Heroine S 2.5 Genius Heroine 2.5 Male Protagonist 2.5 Officer Heroine 2.5 Softcore 2.5 White Haired Heroine 2.5 Soldier Heroine 2.4 White Haired Protagonist 2.4 Non-Japanese Voice Acting 2.3 Modern Tsundere Heroine 2.3 Emotionless Heroine 2.2 Energetic Heroine 2.2 Scientist Heroine 2.2 Shy Heroine 2.2 Flashback 2.2 Pirates 2.2 Mercenary Heroine 2.2 Coodere Heroine 2.1 Orphan Heroine 2.1 Leader Heroine 2.1 Revenge 2.1 Adult Heroine 2.0 Adult Protagonist 2.0 Bad Ending(s) 2.0 Bokukko Heroine 2.0 Clumsy Heroine 2.0 Heroine with Big Breasts 2.0 Low Sexual Content 2.0 Medical Doctor Heroine 2.0 Perverted Heroine 2.0 Politics 2.0 Pragmatic Heroine 2.0 Protagonist with a Face 2.0 Assassin Heroine 1.9 Protagonist's Childhood Friend as a Heroine 1.8 Game Over 1.8 SRPG 1.8 Cowgirl 1.7 Late Sexual Content 1.7 Small Breast Sizes Heroine (Non-Loli) 1.7 Heroine with Catsuit 1.5 Lots of Choices 1.5 Sexual Content 1.3 Protagonist with Sexual Experience S 1.2 Heroine with Sexual Experience 1.0 More Than Seven Heroines 1.0 Other Perspectives 1.0 Yandere Heroine 0.8 Homicide 0.The first unit of the game.
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