I think it would be useful if different buildings had different 'resistances' to sabotage. There could be two numbers in the scripts -- one that lowers the rate at which they take damage, and one that makes them take longer to sabotage. This could be used to (for instance) make it harder to sabotage a rax, and make the rax take longer to self-destruct, while leaving it easy to sabotage a turret or armory, and only moderately difficult to sabotage a ref. Of course those could be juggled around however people want -- once it's in the scripts it'll be easy to fiddle with.
Well, they already have different amounts of health. The destruction is only linear. A change in effectiveness of sabotage between structures doesn't read well or immediately with players.
They do? I swear i saw all base buildings going bam-bam one by one after like 2 mins because of one scout afaik only turrets have like 1/3 hp
most structures have the same HP, you can tell by how much calculator power it takes to build them for the most part, thats why turrets die very fast, they do not take long to build (in so, the have less hp)
All buildings have the same HP, but different (for 2.23 hardcoded) resistances. I dunno how sabotage copes with these resistances though
It doesn't, it ignores them and they in turn believe that because sabotage is ignoring them, they should ignore it, and fail to resist it.
Sabotage damages all buildings at the same rate, either because it's a percentage drain, or because it uses a damage type buildings have the same resistance to. Also that was laymans terms.
i understand now, im sorry i guess i am just a little dumb now and then :'( english is also not my native tongue if it is an excuse at all