Wear & Tear

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In Operation Market Garden repairs work a little differently than you're used to. In order to keep tanks and vehicles from staying on the field indefinitely, we utilize a system called Wear and Tear to simulate decreases in the effectiveness of armor as multiple repairs are made to it.

Wear and Tear is a system of diminishing returns for repairing your armor pieces - For every second you heal the Hitpoints of a unit, it loses a small amount from its total maximum health

Example

You have 11 cups

5 cups have water in them, 6 are empty

Every time you fill one cup with water, you have to remove an empty one

So the patter would go like this

5 full 6 empty

6 full 4 empty

7 full 2 empty

8 full 0 empty

Now think of the total number of cups when you started as your "Potential Maximum Health" and all the ones that are full are how many hit points you have.

If you take the above example further and say that someone drank 4 cups of water (taking damage), then you'd have 8 cups total (potential maximum health) and 4 of those are hit points

4 full 4 empty

5 full 2 empty

6 full 0 empty

As you can see, each time you have to refill(repair) the glasses the total number of glasses diminishes.

See Also

Repair Rates, for per second stats.

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