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Author Topic: [ALL] Repairs  (Read 13900 times)
0 Members and 2 Guests are viewing this topic.
XIIcorps Offline
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« Reply #20 on: June 18, 2014, 03:55:06 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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terrapinsrock Offline
EIR Veteran
Posts: 1009



« Reply #21 on: June 18, 2014, 05:55:57 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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nikomas Offline
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« 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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rolcsika0128 Offline
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Posts: 340



« Reply #23 on: June 19, 2014, 01:30:23 am »

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 Offline
EIR Veteran
Posts: 366


« 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 » Logged

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NightRain Offline
EIR Veteran
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« 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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Mister Schmidt Offline
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« 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 » Logged

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GrayWolf Offline
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« 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 » Logged

Mister Schmidt Offline
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« 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 » Logged
TheWindCriesMary Offline
The Ethics Police
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« 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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GrayWolf Offline
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« Reply #30 on: June 19, 2014, 08:25:42 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 » Logged
Hicks58 Offline
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« Reply #31 on: June 19, 2014, 09:33:31 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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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #32 on: June 19, 2014, 10:06:12 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 Offline
EIR Veteran
Posts: 3616


« Reply #33 on: June 19, 2014, 03:22:41 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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nikomas Offline
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« 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 Wink

Ima just check, not much else to do on a wireless 3½g net in countryside.
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