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[ALL] Repairs
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Topic: [ALL] Repairs (Read 13848 times)
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XIIcorps
Donator
Posts: 2558
Re: [ALL] Repairs
«
Reply #20 on:
June 18, 2014, 03:55:06 pm »
Quote from: Smokaz on June 18, 2014, 03:41:42 pm
What do people think about making it munitions instead of fuel.
I believe I said it before somewhere, berge should cost more MU then fuel seeing its sole role is repairs, repairs cost MU.
It should have a fuel cost but grossly reduced and traded for MU cost.
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Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
terrapinsrock
EIR Veteran
Posts: 1009
Re: [ALL] Repairs
«
Reply #21 on:
June 18, 2014, 05:55:57 pm »
Quote from: Smokaz on June 18, 2014, 03:41:42 pm
What do people think about making it munitions instead of fuel.
Would make sense, but pop would have to be lowered to something like 8 cause 16 is just too much for something that just repairs tanks
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Quote from: XIIcorps on June 04, 2013, 09:50:56 am
Bit hard when its flaunted infront of you as a broken reward piece of ass you'll never get to shag with.
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nikomas
Shameless Perv
Posts: 4286
Re: [ALL] Repairs
«
Reply #22 on:
June 18, 2014, 06:29:57 pm »
For being the only unit that can repair tanks outside of the repair kit system (and fix early engine crits without wasting kits) it does have to be handled with care, in fact, I'm not sure it even has a place with such bone-hard rules on repairs.
(Btw I'm going to be scarce this week, out in countryside for midsummers)
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"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
rolcsika0128
EIR Veteran
Posts: 340
Re: [ALL] Repairs
«
Reply #23 on:
June 19, 2014, 01:30:23 am »
Quote from: terrapinsrock on June 18, 2014, 05:55:57 pm
Would make sense, but pop would have to be lowered to something like 8 cause 16 is just too much for something that just repairs tanks
I'm fairly sure it's like 6-8pop. Aside from that, I believe the cost should stay as it is. It basically gives your tanks more chance/time on the field, and tanks cost fuel. You choose to baby lets say 1 heavy istead of using several mech units. It's all good baby
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Crono
EIR Veteran
Posts: 366
Re: [ALL] Repairs
«
Reply #24 on:
June 19, 2014, 02:33:12 am »
I am on going to weigh in on this having played yesterday and talking to GrayWolf.
By having repair kits, it seriously nerfs the axis. I say this because the axis should have better tanks (aside from pershing) than allies, in all respects, for there class. Having a system of repair for axis allows them to have fewer tanks, but better tanks. They stay on the field longer, they kill allied tanks. Allies on the other hand should have cheaper tanks, and more of them.
Yes, back in the good old days of original EIR, repair bunker spam happened, but thats a simple fix. Limit one bunker per player. Allies, use your brains and find ways of getting to the back field and placing demo charges.
thanks,
Crono
Non-Repair waffle removed - Moderators
«
Last Edit: June 19, 2014, 07:39:49 am by Mister Schmidt
»
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I will hide this........giant gun.
Pak-38 commander when going into cloak
NightRain
EIR Veteran
Posts: 3908
Re: [ALL] Repairs
«
Reply #25 on:
June 19, 2014, 02:43:45 am »
Does none of you know how to use Unit Price List nor other forms of proofs? BergeTiger is 6 pop to field and costs 450 manpower and 220 fuel to put on field. Not over 300 fuel nor is it 16 pop. It isn't a proper tiger for god sakes.
Berge does need some work to become useful on field.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Mister Schmidt
Lawmaker
Posts: 5006
Re: [ALL] Repairs
«
Reply #26 on:
June 19, 2014, 03:15:07 am »
This is going far too offtopic, discussion is about CANCELLING REPAIR KITS.
If you want to discuss the Berge price, do it in the thread made for it.
If you want to discuss 'the goal of the mod(s) and drawbacks of units' go do that in another thread too.
«
Last Edit: June 19, 2014, 03:43:55 am by Mister Schmidt
»
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Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
GrayWolf
Development
Posts: 1590
Re: [ALL] Repairs
«
Reply #27 on:
June 19, 2014, 07:34:24 am »
Let's keep it about repairs - moderators
How about making it like pios can repair things, but it is berger-tiger like. You have for example 500 muni (in-game) and you can repair tanks for different amount of ammo : Heavy tank - 50 muni per minute, Medium tank - 40 muni per minute, light tank - 25 muni per minute. I think it's the best option for EIR. If you will babysit just one tank (for example TA), then your other tanks won't get repair, so you have to spend you in-game munition wisely. It's reversed "recover wrecks".
«
Last Edit: June 19, 2014, 07:38:28 am by Mister Schmidt
»
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Mister Schmidt
Lawmaker
Posts: 5006
Re: [ALL] Repairs
«
Reply #28 on:
June 19, 2014, 07:37:56 am »
Further off-topic posts will be deleted, regardless of who posted them
The original idea itself is sound, I like the idea of being able to cancel your repair, as long as you lose the repair kit. Should probably be a windup timer or something associated with it though
«
Last Edit: June 19, 2014, 07:41:29 am by Mister Schmidt
»
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TheWindCriesMary
The Ethics Police
EIR Veteran
Posts: 2630
Re: [ALL] Repairs
«
Reply #29 on:
June 19, 2014, 07:56:59 am »
Building off Graywolf's idea, a neat concept may be allowing players to set aside a portion of their munitions in the launcher that will be available to their pios/engineers/pgrens/bergtigers to use as repairs in game.
Each point of muni would be worth x amount of health and every second you were repairing something your total muni would go down. The advantages of using a berg/pio squad over a pgren squad could be how fast they repair (though they would use correspondingly more muni up per second as they're healing more HP per second).
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Quote from: EIRRMod on April 30, 2012, 07:08:25 pm
Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?
Just sayin'
GrayWolf
Development
Posts: 1590
Re: [ALL] Repairs
«
Reply #30 on:
June 19, 2014, 08:25:42 am »
Quote from: TheWindCriesMary on June 19, 2014, 07:56:59 am
Building off Graywolf's idea, a neat concept may be allowing players to set aside a portion of their munitions in the launcher that will be available to their pios/engineers/pgrens/bergtigers to use as repairs in game.
Each point of muni would be worth x amount of health and every second you were repairing something your total muni would go down. The advantages of using a berg/pio squad over a pgren squad could be how fast they repair (though they would use correspondingly more muni up per second as they're healing more HP per second).
How about 1 muni in-launcher means 2 muni in-game ?
Repair price as I said before. For TH with spare parts let's say 1 : 2.5 .
«
Last Edit: June 19, 2014, 08:28:02 am by GrayWolf
»
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Hicks58
Development
Posts: 5343
Re: [ALL] Repairs
«
Reply #31 on:
June 19, 2014, 09:33:31 am »
Quote from: TheWindCriesMary on June 19, 2014, 07:56:59 am
Building off Graywolf's idea, a neat concept may be allowing players to set aside a portion of their munitions in the launcher that will be available to their pios/engineers/pgrens/bergtigers to use as repairs in game.
Each point of muni would be worth x amount of health and every second you were repairing something your total muni would go down. The advantages of using a berg/pio squad over a pgren squad could be how fast they repair (though they would use correspondingly more muni up per second as they're healing more HP per second).
When I was Balance Lead I was actually discussing a system pretty much identical to this with Niko.
It is fundamentally codable, it's just the amount of time it'd take to do it... Wasn't too much motivation to do it when there was more pressing concerns and the current repair system works (Not ideal, but works).
The other concern was the resources and individual vehicle types. Last time I checked units repair at a flat rate, so LV's would end up being much more cost efficient to repair than heavy tanks. If Niko could find a creative way around that though, I'd certainly have no arguments against shifting repairs back to Engineers/Pioneers/Sappers/PzGrens. Would even mean a legit reason to restore PzGrens to how they used to be.
To explain it a bit clearer, if you got 4 HP/s out of your repair ability, and say it drained MU at a rate of 1 MU every 2 seconds (All example numbers for making a point), you'd get 800 HP out of 100 MU. To use that, you'd just about get a Pershing fully operational once, but you'd get a Greyhound fully operational nearly three times over. It'd be more resource efficient to run a horde of LV's than to ever run heavies.
If it could be coded that the unit repairs percentage health per second instead of a flat unit per second, we'd be on to something.
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Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheWindCriesMary
The Ethics Police
EIR Veteran
Posts: 2630
Re: [ALL] Repairs
«
Reply #32 on:
June 19, 2014, 10:06:12 am »
Quote from: Hicks58 on June 19, 2014, 09:33:31 am
If it could be coded that the unit repairs percentage health per second instead of a flat unit per second, we'd be on to something.
That sounds perfect
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CrazyWR
EIR Veteran
Posts: 3616
Re: [ALL] Repairs
«
Reply #33 on:
June 19, 2014, 03:22:41 pm »
Quote from: terrapinsrock on June 18, 2014, 02:20:25 pm
Plus its 16 pop, its just too expensive in resources and field presence
I'm seeing a lot of bullshit in this thread. Berge is 6 pop. I've already posted about how if you reduced its cost it would be fairly priced. Completely reworking the unit price or repair mechanism seems like an overreaction.
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Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
nikomas
Shameless Perv
Posts: 4286
Re: [ALL] Repairs
«
Reply #34 on:
June 19, 2014, 03:47:37 pm »
Not entierly sure why you can't just have healing work as a % per second, just as far as I know healing isn't done that way. Not sure why not thou, it'd make a HELL of a lot more sense than fixed numbers, woulnd't even have to have heavy/medium/insertannoyancehere just have 1 kit that repairs 70% health and done.
I mean previous coders must have tried and I never have so it can't possibly work for some reason, damned relic
Ima just check, not much else to do on a wireless 3½g net in countryside.
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