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Just a simple idea, to scale the repair cost of items which how much durability is missing.
Repairing a PDW costs 7 scrap regardless of the missing durability. My idea was that you would just take the amount of each item (incase some blueprints use like multiple items for a repair) to divide the durability. So for the PDW 100/7 = 14,285. That number could be rounded to 14. This would be the threshold for the repair cost, from 1 to 14 repaired durability, cost would be 1, then 14 to 28 would increase it by 1. Math for this could be like so, missing durability, for example 37 divided by 14 (the durability threshold for that item) which would give 2,642. That number should then always be rounded up at the unit, which would make it 3 in this case. Which would be the repair cost based off the durability.
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Just a simple idea, to scale the repair cost of items which how much durability is missing.
Repairing a PDW costs 7 scrap regardless of the missing durability. My idea was that you would just take the amount of each item (incase some blueprints use like multiple items for a repair) to divide the durability. So for the PDW 100/7 = 14,285. That number could be rounded to 14. This would be the threshold for the repair cost, from 1 to 14 repaired durability, cost would be 1, then 14 to 28 would increase it by 1. Math for this could be like so, missing durability, for example 37 divided by 14 (the durability threshold for that item) which would give 2,642. That number should then always be rounded up at the unit, which would make it 3 in this case. Which would be the repair cost based off the durability.
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