Early on you have plenty of space. So in terms: The combined base is not as good as the stand-alone base is not as good as the advanced base. And if the advanced Base is mid-term and separate, why does it matter? ( when this early on base space doesn't??)
Well, it may not have a impact on a early game base but what about a dedicated workshop or research base. You might not put a advance radar in because it takes up space that is better used on other things.
One and two percentages seem low, but otherwise I like the idea of being able to assign work focus, how to make it work?
Base building kinda blows. Once you know what you are doing; or what you are doing with this base... honestly base building should be harder. Does this make Base Building harder?
The current repair rate of aircraft is 1% per hour, so no 1% or 2% per hour is not low. Anyway just think if a worker could repair at say 10% per hour ten workers would be able to repair any aircraft no matter how much it is damaged in less than a hour. Which would be game breaking as you would need significantly fewer aircraft, especially on the harder difficulties. I mentioned that you would assign them in the production screen. Workers would be assign ether to base construction, aircraft repair, or workshop. If they have nothing to do they will work in the workshop by default and if the workshop is doing nothing then aircraft repair, this could be changed by the player in the options menu. Unless workers are required it would really only speed things up a bit.
This is how it could work if workers are required for base construction and aircraft repair:
Base construction you be able plan where the buildings are going to go, which costs nothing. Before construction of the building can start you need to have a power plant, a command center, storage and living quarters planned in a way that they are connected to entrance and have workers assigned to the base. Before a living quarters is built you can only assign about ten workers to a base. That number also would also be the amount of workers you would need to constructed a building with their current/base build time. You can only have the amount of workers needed to reduce building time to half the base working on the construction of a single building. All of this would be managed on a tab in the production menu. Workers can be assigned to base construction in the building menu and the queue can also be accessed.
Aircraft repair would worker in a similar way. The aircraft needing repair would queue up and you assign workers to repair them. Only 10 workers can be assigned to one aircraft. It would be managed on a tab that is available in the production menu and the aircraft menu.
The queue for both can be reordered like the production queue, but the queue items cannot be removed and are added in a different way. You can also set how many workers will be assigned to one queue item. Workers would be assigned to items from top to bottom. So the queue might look something like this:
Try to picture this on the production screen.
/\(Max number of workers assigned to one item)
\/
(Queue item 1)(numb workers assigned)
(Queue item 2)(numb workers assigned) /\ (Queue item 1)
(Queue item 3)(numb workers assigned) \/ picture
(Queue item 4)(numb workers assigned)
Say you have 20 workers and the set max for each item is 8 it would look something like this.
/\(
\/
(Queue item 1)(
(Queue item 2)(
/\ (Queue item 1)
(Queue item 3)(4) \/ picture
(Queue item 4)(0)