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[Q] Cost to repair? - Page 5

Forum Index > Brood War Strategy
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Archaic
Profile Blog Joined March 2008
United States4024 Posts
April 26 2009 02:33 GMT
#81
This is just a theory, but perhaps the amount of minerals or gas for repair cost is by the hundreds.
For example
Ranges:
0-99 mineral/gas cost, then it has one rate of gas spending.
100-199 mineral/gas cost has a lower rate, etc.

This could explain why a goliath (100/50) has a 1.4:1 mineral/gas repair cost ratio while a tank (100/150) has a 1:1 mineral/gas repair cost ratio.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
April 26 2009 02:51 GMT
#82
Does anyone go out into the field with a bunch of scvs though? I mean maybe for building turrets during a push vs a toss. I use them for BCs and vessels, bunkers, burning buildings, that's about it.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
April 26 2009 03:05 GMT
#83
On April 26 2009 11:51 obesechicken13 wrote:
Does anyone go out into the field with a bunch of scvs though? I mean maybe for building turrets during a push vs a toss. I use them for BCs and vessels, bunkers, burning buildings, that's about it.


Ugh, people repair their tanks.
No no no no its not mine!
SirNukes
Profile Joined April 2009
18 Posts
Last Edited: 2009-05-07 14:23:21
April 26 2009 03:27 GMT
#84
On April 25 2009 15:19 Grobyc wrote:
It was cheaper. Something like 2/3 or 1/2 of the cost of what it would be without cwal on I think; I'm not too sure though, I didn't save the results. I just know there was a difference.


In a quick test, a 50% CC took 63 minerals to repair normally, but 32 under operation cwal. A 50% rax took 25 normally, 21 under opcwal. I suspect the calculated repair cycle length with operation cwal's build times is getting significantly rounded by whatever framerate Starcraft runs repairs at internally (I know in Diablo 2 uses 25 fps for everything, for instance). For example, if the calculation comes out to 1 mineral for 10 health over half a frame duration (20 health/frame), the duration might get rounded up to 1 frame and 20 health will be repaired (double the health per mineral). D2 is loaded with stuff like that.

From a quick test on a CC with built time set to 1000, it looks like operation cwal divides build time by around 16. A normal CC (no longer talking about the modified build time) repair cycle is around 0.84 seconds, so under the cheat it should be divided by 16 to become ~0.0525 seconds. Since the cheat allows a CC to repair for almost half cost overall and using the logic from my example above, it would suggest Starcraft's handles repairs at ~10 fps. I don't know enough about SC to say anything more about framerates.

On April 25 2009 23:56 Gnojfatelob wrote:
So seeing repair costs are small in sc terms, it seems that the more important questions is:

"How many scv's does it take to repair a tank so it will survive another hit from a dragoon?"

Well, four SCVs can repair a tank slightly faster than a goon can damage it. But I think there might be too many battlefield dynamics to answer the questions you seem to be asking.

On April 26 2009 11:33 Archaic wrote:
This is just a theory, but perhaps the amount of minerals or gas for repair cost is by the hundreds.

That was one of my ideas when I first looked at it, but it isn't how it works. For instance, if you set a unit to cost 50 minerals and 25 gas, repairs will cost twice as many minerals as gas, similar to a Goliath. Really, my earlier post laying out the calculation steps should cover the repair logic pretty well.

It occurs to me I should add some interpretations of the repair logic to make it a little clearer, so I will do that here. The programmers' intent seems to have been to charge 1% of the unit's cost to repair 3% of the unit's health, or thereabouts. Before inefficiencies and rounding, this would mean repairing a full unit would cost around 33.3% of its base cost. However, to get the resource numbers to calculate nice, the lower 1% resource is adjusted to '1' while the higher resource is kept proportional, but rounded down to a whole number. So in general, fully repairing a unit will cost ~33% of its lower resource value and anywhere between 16% and 33% of its higher resource value, before rounding and inefficiencies. A notable inefficiency is that the last repair cycle will not heal a full amount of health since the unit reaches maximum health, lowering the percentages. An apparent notable rounding is that the duration of a repair cycle rounds up to the nearest frame and provides a little extra health, raising the percentages.

On April 25 2009 20:09 Jiiks wrote:
Also here's the repair costs for buildings.

Jiiks, are you sure your building numbers are correct? I saw the bunker had an oddly high percentage cost so I took a closer look: repairing a 1hp bunker to full cost 35 minerals, repairing a 175hp bunker to full cost 17 minerals and extrapolates to 34 for a full bunker (this method avoids burning damage), and even using your number (24) it does not come out a 41.6% cost. The percentages on other buildings seem to be off, though I didn't check their repair costs like I did with the bunker.
Jiiks
Profile Joined January 2009
Finland487 Posts
Last Edited: 2009-04-26 13:45:44
April 26 2009 13:45 GMT
#85
Jiiks, are you sure your building numbers are correct? I saw the bunker had an oddly high percentage cost so I took a closer look: repairing a 1hp bunker to full cost 35 minerals, repairing a 175hp bunker to full cost 17 minerals and extrapolates to 34 for a full bunker (this method avoids burning damage), and even using your number (24) it does not come out a 41.6% cost. The percentages on other buildings seem to be off, though I didn't check their repair costs like I did with the bunker.


Yeah there might be typos i tested bunker again and it took 34minerals/34%, other then that they seem to be right maybe 0,x off.
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