Gates should have lower HP because they can be opened, they are not one structure like walls. That means they can be broken easier than wall.
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binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml | ||
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10 | Why not <Max op="mul">0.8</Max> ? |
binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml | ||
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10 | its 2400. not 2500, to get 2500 it would be 0,8333333.... |
yes, it can be 0.83 or whatever (it's rater arbitrary as is 2500, and i don't care). But my point was with a mul, you would not have to fix it again in some months from now when somebody will decrease a bit the health of walls.
I meant to get 2500 would be impossible from 3000 using 8.33 as its periodic. It would be easier with fractions
I still don't get what you mean: do you really think it is crucial for gameplay that the ratio gate/wall = 5/6 and that 0.8 or even 0.85 would be a poor choice?
The only problem i see with mul is aesthetic, we prefer to have nice round max health in the gui. But even that is an argument for using mul as if the resulting health of gate happen to be a weird number when somebody changes the wall health, it will be noticed immediately. While with absolute numbers, it may take some time before somebody notice that the gate was forgotten in the change.
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/differential/252/display/redirect
And sorry, i was focalised on gate and did not pay attention to the rest: i understand that in reality, making a hole in a wall does not depend on its length, but here, we are not only making a hole but the whole wall is destroyed. So having smaller health had some sense.
I've no strong opinion on it, so let's see if other people have some input.
Using absolute value is fine with me in this case, any future reviewer should catch such a thing, and it seems just as likely they'll want to change the gate value anyway, but whatever. (E.g., wall tower is 4000 health, which seems fine.) Last changed in rP17312.
Rams prioritize gates over regular walls in UnitAI, so that's another way of justifying gates having reduced hp.
I agree with short and medium walls having the same hp as long walls. However, repair rates are defined in terms of health and build time, so we need to account for that with RepairTimeRatio. They had been repairing each section at the same hp/s rate since health and build times were nice multiples, 1000, 2000, 3000 and 15, 30, 45. Now changing 1000 to 3000 we need to do 3x and changing 2000 to 3000 we need to do 1.5x. The repairers will then do the same hp/s repair rate on each section even though they'll initially build the shorter sections quicker. (The short section is built in 15s but will repair as if it was built in 3*15 = 45s, same as the long section.)
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/differential/257/display/redirect