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Mechanism behind repair——How repairs are priced in Red Alert 3

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2023-05-12更新

    

最新编辑:陵点捌伍叁肆肆

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更新日期:2023-05-12

  

最新编辑:陵点捌伍叁肆肆

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For a long time, the repair cost was wrongly assumed to be:

公式.png

since the cost to refresh a lit building is pretty close to half of its construction cost.

However, new evidence indicates that the above equation was only a misconception.

In fact, the repair cost equation should be:

正确的公式.png

Through some examples, this conclusion can be drawn very intuitively. But before we get into the examples, we need to take a look on some data.

Cncwiki的标枪伤害.png
(From CNCwiki)

Allies javelin soldier makes 25 damage each rocket, and its damage type is Rocket.

Cncwiki的矿场血量.png
(From CNCwiki)

Allies Ref has 2000 HP and costs $2000. Its Armor type takes 100% of Rocket Damage.

Thus, 8 javelin soldiers give allies ref exactly 200 HP damage each round.

Now we use 8 javelin soldiers to attack the allies’ ref, and pay attention to the repair costs:

矿场维修测试图1.png
矿场维修测试图2.png

As illustrated above, one round and cease fire. Only cost $10 to repair.

Apparently satisfies:

维修公式1.png


矿场维修测试图3.png
矿场维修测试图4.png

As illustrated above, five rounds and cease fire. Cost $250 to repair.

Apparently satisfies:

维修公式2.png


矿场维修测试图5.png
矿场维修测试图6.png

As illustrated above, nine rounds and cease fire. Cost $810 to repair.

Apparently satisfies:

维修公式3.png

It’s not difficult to verify that this holds true for other buildings as well.

The three examples above are cases when (reduced HP when start to repair)=(total HP that been repaired) , but when they are not equal the case changes again. (reduced HP when start to repair) determines the Unit Repair Cost——the cost that you need to spend to repair each HP, that is why (reduced HP when start to repair) is so important.

Two more examples:

矿场维修测试图7.png
矿场维修测试图8.png
矿场维修测试图9.png

As illustrated above, we start to repair when one round has been done. Right after that, nine rounds more and cease fire. Totally 2000HP of damage, and only costs $100 to repair.

Apparently satisfies:

维修公式4.png


矿场维修测试图10.png
矿场维修测试图11.png
矿场维修测试图12.png

As illustrated above, we start to repair when three rounds have been done. Right after that, two rounds more and cease fire. Totally 1000HP of damage, and only costs $150 to repair.

Apparently satisfies:

维修公式5.png

It’s not difficult to verify that this holds true for other buildings as well.

In conclusion, the earlier you repair a building, the less it will cost. Moreover, if you start to repair when the building has just been damaged and lost a tiny HP, even if it takes huge damage later on, the repair cost may be only ten or even single digits.

Meanwhile, traditional practices such as training an engineer to repair the ref that is lower than half HP——since it's cheaper than direct repair——don't apply to all situations. It depends largely on when you started the repair.

Also, practices such as not repairing an oil derrick that will almost certainly be destroyed by your opponent——since the derrick itself may not bring in as much revenue as the expense of repairing it —— may also be a misconception. It totally depends on when you started the repair.