Re: So um... Repair a little broken?
Yeah, factoring in mining makes sense. I don't know why I didn't think of it that way to begin with (maybe with a bit more thinking, and less typing, I would have realised that off the start). *headsmack* As for repairing being more efficient then building something new, I think it should be.
For reference, some more effective build costs/HP (factoring in mining this time, and assuming I didn't screw something up doing this):
Fort (player): $0.6667:1HP
Fort (SCV): $1:1HP
Guard Tower: $8.5:1HP
Wall: $3.25:1HP
Teleporter: $4.4167:1HP
Duck Pond: $3.2143:1HP
So the only thing that's cheaper for an SCV to rebuild then repair is a Fort. Even then, it's cheaper to jump over yourself and rebuild it (plus the Fort won't be cooling down).
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