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I was just wondering if the cost to repair a damaged building/unit follows a specific formula. Obviously more expensive things will cost more to repair, but would something that costs 200min/100gas cost say 100min/50gas to repair from 1 hp?
Update: Unit repair info: + Show Spoiler + Siege tank: 1-150hp Minerals/Gas: 33/33 %of new: 22/33
SCV: 1-60hp Minerals: 17 %of new: 34
Goliath: 1-125 Minerals/Gas: 34/17 %of new: 34/34
Vulture: 1-80hp Minerals: 25 %of new: 33
Valkyrie: 1-200hp Minerals/Gas: 84/42 %of new: 34/34
Wraith: 1-120hp Minerals/Gas: 33/33 %of new: 22/33
Science Vessel: 1-200hp Minerals/Gas: 33/66 %of new: 33/29
Dropship: 1-150hp Minerals/Gas: 33/33 %of new: 33/33
Battlecruiser: 1-500hp Minerals/Gas: 96/96 %of new: 24/32
Update: Building repair info: + Show Spoiler + CC: 1-1500hp Minerals: 128 %of new: 31,25
Supply Depot: 1-500hp Minerals: 28 %of new: 35,7
Bunker: 1-350hp Minerals: 24 %of new: 41,6
Turret: 1-200hp Minerals: 26 %of new: 28,8
Barracks: 1-1000hp Minerals: 50 %of new: 30
Refinery: 1-750hp Minerals: 32 %of new: 31,25
Engineering Bay: 1-850hp Minerals: 42 %of new: 29,76
academy: 1-600hp Minerals: 50 %of new: 30
Factory: 1-1250hp Minerals/Gas: 68/34 %of new: 29,41/29,41
Armory: 1-750hp Minerals/Gas: 36/18 %of new: 27,7/27,7
Starport:1-1300hp Minerals/Gas: 34/34 %of new: 44,1/29,4
Science Facility: 1-850hp Minerals/Gas: 34/34 %of new: 29,4/44,1
Thanks to Jiiks for the repair info Thanks to everyone for their theorycrafting/two cents
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i think its 1 min /1 gas for 2hp..though im not sure
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i think its only like something like 2 minerals per HP or something. Havent tested it but it isn't anything big i assume
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I know it takes no gas, and its probably like 5 hp per mineral
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Sry, tried googling noone knows the exact cost lol
people just keep saying, the more it cost, the more to repair, basically useless stuff like that.
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United States40776 Posts
I often wonder this too when I'm just setting fire to stuff aimlessly early game in PvT. I think it'd be really interesting if a unit cost significantly more to repair from 1 hp than to replace because it'd mean that repair should only be used when unit production is limited and a boost in unit count is essential, such as a timing push or a desperate defence. Whether to repair or not would become a great benefit/cost question which players would have to deal with in split second decisions. I expect it's cheaper to repair though.
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On April 24 2009 08:19 Kwark wrote:I often wonder this too when I'm just setting fire to stuff aimlessly early game in PvT. I think it'd be really interesting if a unit cost significantly more to repair from 1 hp than to replace because it'd mean that repair should only be used when unit production is limited and a boost in unit count is essential, such as a timing push or a desperate defence. Whether to repair or not would become a great benefit/cost question which players would have to deal with in split second decisions. I expect it's cheaper to repair though.
Or choosing which base to attack at the wall-in to make the biggest (albeit small) economic impact.
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CA10824 Posts
On April 24 2009 08:12 Azrael1111 wrote: I know it takes no gas, and its probably like 5 hp per mineral i don't think that's right.
buildings that only cost minerals will not cost any gas to repair. however advanced structures that cost gas to build will use gas to repair. i think it's the same with units as well.
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Bosnia-Herzegovina1437 Posts
On April 24 2009 08:28 LosingID8 wrote:Show nested quote +On April 24 2009 08:12 Azrael1111 wrote: I know it takes no gas, and its probably like 5 hp per mineral i don't think that's right. buildings that only cost minerals will not cost any gas to repair. however advanced structures that cost gas to build will use gas to repair. i think it's the same with units as well.
So wait, tanks cost gas to repair? Funny, thought it was only minerals.
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On April 24 2009 08:11 MuR)Ernu wrote: i think its only like something like 2 minerals per HP or something. Havent tested it but it isn't anything big i assume That would be a lot... A battlecruiser has 500HP. If it had 1 life and you repaired it to 500 according to your answer that would be just about 1000$ to repair. This obviously isn't the case, I would think it's maybe something like 1 mineral/gas per 2 or 3 HP like mentioned before.
Also, note: Buildings repair faster than units; I don't know if that has anything to do with it but yeahhhhh. Different units/buildings repair faster than others.
I'm pretty sure the cost and repair rate are unit specific though. Repairing 100HP of a battlecruiser costs more than 100HP of a siege tank, even though they both cost minerals + cast.
Someone want to test this?
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Some empirical testing..
supply depot from 20 hp to 500 hp - 33 mineral barrack from 20 hp to 1000 hp - 51 mineral factory from 10 hp to 1250 hp - 68 min, 34 gas
It generally seems to cost 1/3 of the minerals/gas it costs to build, in order to repair something from scratch. It also seems to be a linear function of how much hp you repar
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If it costs gas to build it, you need gas to repair it.
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On April 24 2009 08:30 Clasic wrote:Show nested quote +On April 24 2009 08:28 LosingID8 wrote:On April 24 2009 08:12 Azrael1111 wrote: I know it takes no gas, and its probably like 5 hp per mineral i don't think that's right. buildings that only cost minerals will not cost any gas to repair. however advanced structures that cost gas to build will use gas to repair. i think it's the same with units as well. So wait, tanks cost gas to repair? Funny, thought it was only minerals. Nope, they cost gas as well. like LID said, primary buildings only cost minerals to repair because none of the primary buildings cost gas, so no gas is used to repair. I'm pretty sure the most expensive buildings cost more minerals+gas to repair than other buildings if you used a ratio. Ex: factory(200,100) costs 4minerals + 2gas to repair 25 HP. However science facility(150,200) costs 3minerals + 4gas to repair 25 HP.
The science facility costs more gas to produce, so to repair it it costs more gas than a factory, even though they both require some amount of gas. These are just examples I made, but I assume it works in this fashion.
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I think its 1 mineral for 1 hp.
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Just performed a quick test.
Buildings: 0.043 minerals/HP 0.023 gas/HP
Units: 0.172 minerals/HP 0.517 gas/HP
It only costs gas if the original entity cost gas.
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Can you seriously not test this yourself? Do you own starcraft? I'll do your work for you.
Repairing a siege tank from 1 hp to 150 hp- Trial 1: 26m 26g Trial 2: 26m 26g Trial 3: 26m 26g
HP per Mineral: 5.73 HP per Gas: 5.73 Cost of full repair in terms of % of Unit cost(mineral): 17.3% Cost of full repair in terms of % of Unit cost(gas): 26% Cost of full repair in terms of % of Unit cost(Total): 34.6%
Repairing a vulture from 1 hp to 80hp-
Trial 1: 16m 0g Trial 2: 16m 0g Trial 3: 16m 0g
HP per Mineral: 4.94 HP per Gas: 0 Cost of full repair in terms of % of Unit cost(mineral): 21.3% Cost of full repair in terms of % of Unit cost(gas): n/a Cost of full repair in terms of % of Unit cost(Total): 21.3%
Repairing a goliath from 1hp to 125hp Trial 1: 28m 14g Trial 2: 28m 14g Trial 3: 28m 14g
HP per Mineral: 4.43 HP per Gas: 8.85 Cost of full repair in terms of % of Unit cost(mineral): 28% Cost of full repair in terms of % of Unit cost(gas): 28% Cost of full repair in terms of % of Unit cost(Total): 28%
Conclusions
Units that cost only minerals require only minerals to repair. Units that cost both gas and minerals require both resources to repair. Health appears to be restored at a rate of 4-6 units of health per mineral. I am unable to identify the exact algorithm used from quick inspection.
Practical application
In game it's always better to repair. This doesn't have to do with cost analysis or anything, it's just always better to have the unit now than remake it later. The mining time lost is negligible.
**I tested in single player with operation cwal turned on. If this makes a difference in the exact numbers I don't really care, someone else can do it The main point is that units only require the resources required to create them to repair, and it is always significantly cheaper to repair.
Edit: I see a lot of people posted before me while testing. Good work A few things I noticed: people testing on buildings are making a mistake. These buildings are burning at the values you tested off and will cause your answers to be slightly off. Also you guys testing with only one unit need to consider this and try with multiple units. I have already shown that the repair rate appears to be different for different units.
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On April 24 2009 08:40 Zoler wrote: I think its 1 mineral for 1 hp. That's why people repair 1500 hp command centers when they cost 400 minerals to build.
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On April 24 2009 08:42 APurpleCow wrote: Just performed a quick test.
Buildings: 0.043 minerals/HP = 23.25 hp / mineral ~ 25 0.023 gas/HP = 43.47 hp / mineral ~ 45
Units: 0.172 minerals/HP = 5.81 hp / mineral ~ 6 0.517 gas/HP = 1.93 hp / mineral ~ 2
It only costs gas if the original entity cost gas.
>_> better units
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On April 24 2009 08:46 deathgod6 wrote:That's why people repair 1500 hp command centers when they cost 400 minerals to build. obviously ;D
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United States40776 Posts
If the cost is related to building cost, as suggested, and not to raw hp value then damage done to a supply depot will cost more to repair than the same damage done to a barracks because the hp to cost ratio of a depot is worse. I think that's really pretty interesting.
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