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Wear & Repair
This parameter directly affects the earnings of tokens. Base wear is 100, which means completely repaired cars. After each ride, cars will wear out and their efficiency will drop as follows:
- For every percentage of the durability lost, a percentage of token generation is lost.
For example, instead of 10 DRW for 1 minute of driving, the user will receive 9 DRW already at the loss of 10% durability. That is, the repair is not critical, it is still possible to ride.
When the durability drops to 10%, the efficiency of the cars drops to 10%.
For example, instead of 10 DRW for 1 minute of movement, the user will receive 1 DRW. That is, the repair is critical, the car is not efficient and brings very few tokens.
The repair cost depends on:
- Relative value of current attributes
- Car level
- Durability drop below 20%, which is a special marginal value that dramatically increases the cost of repairs
That is, the higher the value of the car's attributes and the higher the level of the car, the higher the repair cost. Below is a comparative graph of the relationship between income from a car and the cost of repairs before the 20% and after the 20% margin.
Repair cost table
- Earning limit = 4,000
- Vertical axis - relative income in the token
- Horizontal axis - car level
- Blue graph - potential income with a durability value above 90%
- Orange graph - potential income with a durability value above 59-50%
- Green graph - potential income with a durability value above 19-10%
- Yellow graph - repair cost when repairing the durability above 20%
- Red graph - repair cost if there was a transition below the 20% margin
Focus image of the graph of 1 to 10 car level
Diagram output: starting from the car level 10, if the durability is maintained above 60%, then the player has a net income even after the repair. If the durability is dropped to 50%, the player will not be able to cover repairs with income from the car. With a drop in durability to 10%, it is completely unprofitable.