Opened 8 years ago

Last modified 5 years ago

#3707 closed defect

[PATCH] Rebalance repairable — at Initial Version

Reported by: bb Owned by:
Priority: Should Have Milestone:
Component: Simulation Keywords: patch simple
Cc: Patch:

Description

Currently the repair rates are very unbalanced. This defect is best displayed on walls. Walls have a repair rate of 33.3 health / second / "worker". 2 or 3 workers repair a wall faster than a ram can damage it (without upgrades), while the ram takes up a population of 5 and costs much more. If wall is attacked by 2 rams, it should not be possible to defend by just repairing from the other side. On one side of a big wall are fitting 16 workers. If all workers are repairing and on the other side are 2 rams attacking, the wall should slowly be destroyed.

Simple equotation (skipping buildMultiplier part): Lets say now the repair rate A * 2 workers = damage of 1 ram so repair rate A * 4 workers = damage of 2 rams We want a repair rate B * 18 workers = damage of 2 rams Then B = A * 4 workers / 18 workers A= 33.3 B=7.4

With the new value (7.4) 18 workers could repair a wall as fast as 2 rams are damaging it. But only about 16 workers fit on one side.

A wall is build with one worker in 15 to 45 seconds, witch is very fast compared to other structures (it flies up in the sky). Even 1 worker can build a wall faster than 1 ram can destroy the foundation. The build time should be checked.

The repair rate of Ships (10) got overcompensated in a19. It should be lowered.

The stone gate has a BuildTime of 0, resulting in an infinity repair rate (from tooltip) and it's repairing at 1 Hp/second/worker. BuildTime should get a value, but no displayed in the "build tooltip".

At line 53 of Repairable.js there is a TODO for resource cost by repairing. This will incline with balance too, so adding it too this ticket.

Change History (2)

by bb, 8 years ago

Attachment: t3707_repair_cost.diff added

patch for repair costs

by mimo, 8 years ago

Attachment: gate.patch added
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