Why does reclaiming a building not use the same logic as building a building?

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Kind of sounds like a schizo question but I was always under the impression that reclaiming a live structure utilized the same logic as building a structure. Namely, the speed is determined by the buildtime divided by the total buildpower.

However, reclaiming a live building is instead reliant on the total energy to build the structure divided by the total buildpower. Why? I don't understand why it is suddenly necessary to swap the numerator. For the sake of intuitiveness it should just be based on buildtime; I can't really imagine a situation where this destroys game balance.

Example: a T3 pgen has 6800 buildtime and a T3 mass fab has 5000 buildtime. However, a T3 engie will reclaim 2 T3 pgens in the time it takes to reclaim 1 T3 mass fab. This is because a T3 pgen costs 58,000 energy and a T3 mass fab costs 120,000 energy.

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Mind: blown

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So that's why my engies do like 0 dps when I try to reclaim landed inties...

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I think this behavior is described in the engine, we can not change it in Lua.

A work of art is never finished, merely abandoned

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https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/sim/Unit.lua#L736

Can add some logic here that adjusts engie's buildpower (unit:SetBuildRate) if the target is live building and then revert it back in unit.OnStopReclaim

I'm not gonna do it, just giving ideas 😄

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The area these things would matter for balance is engineers reclaiming poorly micro'd labs, but that balance was already kinda broken when labs were buffed.

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Building something always takes time, hitting it with a hammer and taking to the trash takes a lot less time.

I can see reclaim not being build time based as you are not doing the same operation to build it, just converting the material so you can reclaim it.