Economy Balance: Repairing and Reclaiming

Discussion in 'Backers Lounge (Read-only)' started by bmb, March 23, 2013.

  1. bmb

    bmb Well-Known Member

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    Look it's in the game code itself. While being turned into a wreck the unit is temporarily given several thousand build power to absorb it all at once.
  2. RCIX

    RCIX Member

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    Video please?
  3. KNight

    KNight Post Master General

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    Then show us the Code, don't worry, BM at least will make heads or tails of it.

    Also, just ran a test spawned an SCU and Monkeylord and had it get reclaimed, once the HP dropped to zero it turned into a wreck, and it still took time to reclaim.

    Mike
  4. bmb

    bmb Well-Known Member

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    I'm looking for it now, been ages since I touched this stuff tho and I can't rememeber which bit it is.

    Regardless, I don't have to prove something this simple to you, especially when it's barely related to the discussion.

    Some people just seem to have an immense challenge staying on topic and adding to the discussion, instead opting to overly focus on minor and/or irellevant details. Don't be that guy.

    Everyone hates that guy.
    Last edited: March 23, 2013
  5. mushroomars

    mushroomars Well-Known Member

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    I've attached a replay of exactly how reclaim works in Forged Alliance. The units is destroyed, the engineer gets a boost to engineering power to reclaim the wreck, then gets his regular engineering power back to reclaim the REST of the wreck. Jeeze you guys, back up your arguments.

    Anyways, reclaiming is entirely balanced in the most recent version of supcom (aside from the tree glitch), because it means you can't be reckless with expensive units. Repairing does need some work, as no matter what, it is more efficient to reclaim and rebuild. It should cost only 80-90% of a unit's full price to repair from 1 health.

    Edit: Cannot attach, here is a link.
  6. bmb

    bmb Well-Known Member

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    No, you can't just say "it's balanced". Because it isn't. Because of the surge it is virtually useless for actually reclaiming resources, and it is a very hacky solution that breaks the sim, i.e. build/repair/reclaim equivalence.

    Do not subvert the premise of the thread again, please.
  7. syox

    syox Member

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    [​IMG]

    Attached Files:

  8. RCIX

    RCIX Member

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    Explain.
  9. bobucles

    bobucles Post Master General

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    There was no such thing in TA. Supcom only had equivalence between build and repair, which had its own set of issues since reclaim didn't show up to the party.

    Reclaim was crazy fast in Supcom no matter who tried to suck wreckage up. Even if there was some kind of boost to killing a unit with reclaim, it was not that meaningful next to how fast reclaim normally is. Supcom could have done just as well without it.
  10. Raevn

    Raevn Moderator Alumni

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    TA:

    Reclaim lowers HP, if HP = 0 unit disappears and you gain the reclaim value in metal immediately.

    Unpatched Vanilla Sup Com:

    Reclaim lowers HP, adding to your mass while doing so. No wreckage left at the end, since you've gotten all the mass from it already.

    Patched Vanialla Sup Com/Forged Alliance:

    Reclaim lowers HP until unit is dead (No mass gained while doing so). Normal wreckage is then created which the engineer will start to reclaim.
    Reclaiming a living unit is as fast as building it.
    Props (wreckages) have 1/10 the "Build Time" of the structure they are from, so when an engineer reclaims a wreck (at normal build speed) it is actually reclaimed 10x faster than it is built (actually closer to 11x, as the mass of a wreckage is only a fraction of the original unit, further decreasing time).

    Define "wreck" Vs "REST of the wreck"?
  11. mushroomars

    mushroomars Well-Known Member

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    Well, if you look at the replay you'll notice that the T3 Engineer, upon killing the Megalith, starts off having reclaimed about 15-20% of it already. I presume this is either a representation of some instant boost to reclaimed mass, or represents the fact that the wreckage constitutes ~80% of the original unit's cost.

    Either way, the reclaim progress bar doesn't start off at zero. That was simply my interpretation of it.
  12. Raevn

    Raevn Moderator Alumni

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    I don't have FAF, so I can't see the replay, but the bar starting > 0% can mean one of the following things:
    - The wreck was previously partly reclaimed
    - Weapons fire has "damaged" the wreck (which reduces the remaining mass).

    If you build a unit, self destruct it and then start reclaiming, it will start at 0%.
    Unless FAF has broken/changed it, like most things.
  13. bmb

    bmb Well-Known Member

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    Yes I'm not talking about FAF. I don't know what changes FAF have made. It's possible they've made the system more sensible. I'm talking 3599.

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