[Feature]: Add blueprint fields to adjust shield assistance costs #6519
Labels
area: sim
Area that is affected by the Simulation of the Game
area: unit-blueprint
related to issues in unit blueprints (*_unit.bp)
type: enhancement
Issue
Currently Cybran ED5 has poor stats to make shield assistance not quickly drain resources. For example the buildtime is around 4.3x higher than it needs to be: #2703
This is because
Regen = RegenRate * BP / RegenAssistMult
Cost/s = BP * BT / (Cost * 0.75 * RegenAssistMult)
That
Cost
is actuallyRepairCost/RegenAssistMult
which is why we can fix it in lua.fa/lua/sim/Unit.lua
Line 1158 in ba693b0
Changing
RegenAssistMult
changes the cost per second and regen per buildpower simultaneously, so using it is not possible.Expected Solution
Add one or multiple blueprint fields that adjust the cost and regeneration in a clear and independent way. The fields would be used during blueprint loading to calculate the
RegenAssistMult
and anything needed for the repair cost formula used for the shield. An example set of fields would beShieldMassCostPerHP
,ShieldEnergyCostPerHP
, andShieldBuildTimePerHP
.A difficulty is that the new calculated repair cost would apply for the repair of a unit's HP and its shield's HP simultaneously, so there would need to be repair cost calculation based on whether the unit, shield, or both are being repaired at the moment, or else repairing a health-damaged shield unit could cost an incredible amount.
Another objective would be populating the shield blueprints with the new values set to whatever they calculate to with the current regen, cost, and
RegenAssistMult
stats.Usage
These blueprint values are critical to being able to balance the shield assistance mechanic.
The text was updated successfully, but these errors were encountered: