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Topic: Repairs (Read 10165 times)
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Scotzmen
EIR Veteran
Posts: 2035
Repairs
«
on:
May 27, 2015, 07:10:34 pm »
So i wanted to switch repairs over to Squad based like the old days. But with finite ability.
Basically as an example:
Light repair Engineers: Able to repair light tanks. Munitions for repairs upgrade: 50
Medium Repair Engineers: Able to repair medium tanks upgrade: 100
Large Repair Engineers: Able to repair Heavy Tanks upgrade: 150
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tank130
Sugar Daddy
Posts: 8889
Re: Repairs
«
Reply #1 on:
May 27, 2015, 07:28:13 pm »
Moving repairs back to a unit system is something I have strongly supported for a long time. It adds a dynamic back into the game that is severely missing. The tactic of taking out your enemies support ( repair ) units.
The problem with engies in the past was the infinite repairs. Limited repairs solves that issue
I think 3 units for essentially the same ability is a bit clunky and busy, so I propose this:
Is it possible for the unit to purchase multiple repairs. The unit being repaired would take "x" amount of those repairs. For example, lets say I purchase 5 repairs on my engie. I need to repair my pershing, so that will take me 3 of those 5. My Sherman will take 2, or I can repair two LV's at one repair each.
The exact numbers would have to be tweaked and I would recommend much higher numbers to give us more flexibility with balance. Just applying a blanket " heavies are 3 repairs" is too generic and will result in balance issues.
However, if it takes 15 repairs ( or repair points? ) then we can tweak that to 12 or 11 or whatever it takes to balance it against other units.
The other thing I like about repairs on a unit is you should be able to still move your vehicle while repairing, but at a slower rate and at the risk of loosing your repair units.
Doc abilities can increase repair speed or reduces repair costs. Vetted engies can repair faster, so on and so on.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Repairs
«
Reply #2 on:
May 27, 2015, 10:35:58 pm »
Make them set amounts of health. Say, 100 HP per use for normal repairs, 5 uses; 150 MU for the package. For, say, 250 MU, you get 200 HP per use, for 5 uses (so its a little more cost effective, per se, but it costs a bucketload of munitions).
This would force armor-centric players away from gobs of infantry upgrades, whilst allowing them to keep the same vehicles in the fight for a long, long time.
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Tachibana
NotADev
Posts: 1270
Re: Repairs
«
Reply #3 on:
May 27, 2015, 11:37:48 pm »
Just turn Pios/engies into infantry style bergtigers.
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clonetroopers
EIR Veteran
Posts: 534
Re: Repairs
«
Reply #4 on:
May 28, 2015, 06:25:58 am »
I think if this happens you will need to change some armor and blitzkrieg doc abilities
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105TigerHunters
EIR Veteran
Posts: 95
Re: Repairs
«
Reply #5 on:
May 28, 2015, 09:07:18 am »
Quote from: Tachibana on May 27, 2015, 11:37:48 pm
Just turn Pios/engies into infantry style bergtigers.
This lol
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rolcsika0128
EIR Veteran
Posts: 340
Re: Repairs
«
Reply #6 on:
May 28, 2015, 10:48:10 am »
Great, I can't wait to see how this is gonna work out.
I'll get some repair guys and use all those bought "repair points" to keep my vet4 Super Pershing on the field for the whole game. Previously -due to the repair system's restrictions- I could only get a maximum amount of 2 repairs so I had to pull of my SP with only 50 kills, but NOW... oh yes, I'll be able to rack up so much more kills with the same unit and still end the game with full hp after like 7 repairs.
You know, firstly I was being a bit skeptic about this overhaul but now I can see the bright side of it. Let's go, I wanna see my first 120 kill SP.
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105TigerHunters
EIR Veteran
Posts: 95
Re: Repairs
«
Reply #7 on:
May 28, 2015, 12:58:41 pm »
Quote from: rolcsika0128 on May 28, 2015, 10:48:10 am
Great, I can't wait to see how this is gonna work out.
I'll get some repair guys and use all those bought "repair points" to keep my vet4 Super Pershing on the field for the whole game. Previously -due to the repair system's restrictions- I could only get a maximum amount of 2 repairs so I had to pull of my SP with only 50 kills, but NOW... oh yes, I'll be able to rack up so much more kills with the same unit and still end the game with full hp after like 7 repairs.
You know, firstly I was being a bit skeptic about this overhaul but now I can see the bright side of it. Let's go, I wanna see my first 120 kill SP.
There is a lot of things going through changes, so far anything that seems to have been terribad has been sorted pretty quickly, ill be happy to see how this pans out before I get up in arms about different ideas. Personally the entire mod could do with seeing the Super Pershing and Tiger Ace be hit by ether the ubber nerf hammer or just straight up removed.
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clonetroopers
EIR Veteran
Posts: 534
Re: Repairs
«
Reply #8 on:
May 28, 2015, 01:08:21 pm »
You could add in wear and tear like in OMG, or have the health pool decay the more times a repair kit was used on it. Kinda like an exponential decay graph.
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aeroblade56
Development
Posts: 3871
Re: Repairs
«
Reply #9 on:
May 28, 2015, 01:31:25 pm »
i don't like OMGS repair decay system.
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Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
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You are also welcome to be wrong.
clonetroopers
EIR Veteran
Posts: 534
Re: Repairs
«
Reply #10 on:
May 28, 2015, 01:49:45 pm »
but it stops units from getting a million kills in one game
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Scotzmen
EIR Veteran
Posts: 2035
Re: Repairs
«
Reply #11 on:
May 28, 2015, 03:13:03 pm »
Should repairs prove to be to spammed on one unit, it could be one way to go about sorting that kind of thing out. This implementation is a bit a way off yet. Same with tank crews.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Repairs
«
Reply #12 on:
May 28, 2015, 03:17:48 pm »
I too would like to see TA and SP removed
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105TigerHunters
EIR Veteran
Posts: 95
Re: Repairs
«
Reply #13 on:
May 28, 2015, 03:30:04 pm »
Yeah the OMG repair system seems abit bleh, but something clearly would need to be in place to make it less spammable.
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tank130
Sugar Daddy
Posts: 8889
Re: Repairs
«
Reply #14 on:
May 28, 2015, 03:35:36 pm »
Quote from: rolcsika0128 on May 28, 2015, 10:48:10 am
Great, I can't wait to see how this is gonna work out.
I'll get some repair guys and use all those bought "repair points" to keep my vet4 Super Pershing on the field for the whole game. Previously -due to the repair system's restrictions- I could only get a maximum amount of 2 repairs so I had to pull of my SP with only 50 kills, but NOW... oh yes, I'll be able to rack up so much more kills with the same unit and still end the game with full hp after like 7 repairs.
You know, firstly I was being a bit skeptic about this overhaul but now I can see the bright side of it. Let's go, I wanna see my first 120 kill SP.
Let's try not to overreact.....
All a player needs to do it kill your fragile engie and those repairs are gone. You may not even get a chance to do one repair and your engie can be killed.
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Scotzmen
EIR Veteran
Posts: 2035
Re: Repairs
«
Reply #15 on:
May 29, 2015, 04:22:42 am »
Just thought of another thing actually.
In the launcher you buy Munis crates.
Crate paradrops ingame. Pick it up for munis. Apply repair ability with munis gotten. Easy
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Repairs
«
Reply #16 on:
May 29, 2015, 05:15:16 am »
OMG has repair units and imo its annoying to have to spend pop on them.
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nikomas
Shameless Perv
Posts: 4286
Re: Repairs
«
Reply #17 on:
May 29, 2015, 05:20:14 am »
Yup^
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koimn6
EIR Veteran
Posts: 121
Re: Repairs
«
Reply #18 on:
May 29, 2015, 05:54:45 am »
Quote from: skaffa on May 29, 2015, 05:15:16 am
OMG has repair units and imo its annoying to have to spend pop on them.
+1
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50mm has always been fine exactly as it is, nothing is happening to it.
tank130
Sugar Daddy
Posts: 8889
Re: Repairs
«
Reply #19 on:
May 29, 2015, 06:57:00 am »
Quote from: skaffa on May 29, 2015, 05:15:16 am
OMG has repair units and imo its annoying to have to spend pop on them.
It's annoying to spend pop on a unit that gives you the ability to keep your armor on the field longer?
Hell, even vCoH cost you pop to have repair units on the field.
I guess we will just have to disagree.
Bottom line is we are implementing a new repair system that will be tied to a unit. How that exact system will work is what we are discussing.
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