Since the damage can be up to 299 points, the approx. 1 second repair_time per
damage would result in bigger repair_times than 60 seconds. This is especially
not preventable, if you want bigger bots to be more expansive to repair then
smaller bots.
If you accept that the first condition can be canceled, I can easily make you
formulas that do the work - for example with an upper bound of 60s or 30s.
For your new spreadsheet: You have formulas like
=F$8*($F$5-F$2/$F$8)*($D11/$A11). Easily to say, F8 can be discarded, since it
is a factor in numerator and denominator. Most of the problems mentioned in the
rb and the problem of the confliciting conditions remain and there is a new one:
one of the factors in the numerator is (1.1 - ability_value), this is negative
in most cases. Therefore, after learning the first level of the abilities csi,
ebp, hack, the repair cost will in every case be computed to 1 (since if penalty
< 1 the value 1 is used). |