#Remove metal reclaimed from own healthy buildings from "Metal produced"

1 messages · Page 1 of 1 (latest)

civic nova
#

"Metal produced" should be one of the best stats to look at to know who's doing well.

Currently, "Metal produced" includes reclaimed metal, but it also takes into account situations where you put a forward lab, and reclaim the back one, or when you reclaim a freshly built t2 lab.

On the extreme, you can have one builder building and reclaiming a solar, and you'll always top the chart.

That's not "Metal produced", it's maybe "Metal relocated".

Screenshot explanation - Chisato is the first player to reclaim his lab, hence the 1k lead at 5 minutes in.

proven coral
#

Build and reclaim in looip for infinite metal produced stats emozstonks good thing OS is based only on winrate and not game stats 🙂

#

A new stat for "Metal reclaimed" would be nice

grim wolf
#

Yep agree this would help a lot in determining macro

prime elk
#

This makes sense, to expand on that idea, how about having a total current metal value metric?

Producing 1k metal per second can be meaningless if it's to send pawns on repeat to their demise 1 by 1.

#

Could also be a total effective metal value where it also accounts for energy cost at 1/70 rate to better represent energy dense units like grunts and air

civic nova
prime elk
#

yea but that just shows the value of army not the total value of a team

covert herald
#

metalProduced is provided by the game engine (Recoil, formerly Spring), not by BAR. Therefore, changing how it works is unlikely possible. If it was changed, not only BAR, but all the other Recoil games would have to adapt.

#

It would be possible to add some completely new metrics to the game engine. Then, BAR could use these use new metrics to display the "metal produced" in the way most BAR players would like to see. But prior to that engine work first would be design and specification work far beyond what is presented here.

winter gull
#

Cant u subtract the reclaimed buildings metal value when reclaimed, as a workaround? It would result as net 0
Am dum tho idk

civic nova
#

Maybe it could be done...

#

But since the engine probably doesnt offer such an aggregate number, it would be hard to do it on per case basis, I suppose?

compact sage
#

i doubt anyone would not want what is being proposed
and im sure a game side fix is also possible

hot pond
hot pond
#

A similar logic could be used for a long closed request:
Exclude/seperate the reclaimed income from the eco units.
Something like

Widget gameframe(n):
reclaimedMetal = 0
for _,unitID  inpairs trackedUnits do
 if hasBuildPower and metalProduced then
reclaimedMetal = reclaimedMetal+ currentlyReclaimedByUnit 

That would be more on my side I think.

What do you guys say?

covert herald
#

I started working on a gadget that would make this possible, see: #🔩|dev-main message

#

Because it's a gadget, it needs approval from core team.