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Author Topic: Repairs  (Read 10133 times)
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skaffa Offline
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The very best player of one of the four factions.

« Reply #20 on: May 29, 2015, 07:59:16 am »


Playing omgmod showed me a few downsides of their repair system. Made me appreciate eirs repair kits tbh. Imo our current system works fine.

You get a good solid repair on your tanks (no wear n tear shit).
Tanks are out of action for a certain amount of time which the enemy can take advantage of (heya KT be repping lets push).
Dont need to use pop for pios/engies to rep tank but u can just use fighting units instead (do I really want to play with medium tanks if I have to spend 2-3 more pop on them to get my repair, which I currently get for 0pop).

Im interested to see how it will work out in eir but I dont really see the need to change it. I also dont really see the benefits.

The only 'problem' with current repair system is that once in a 100 games you have to spend entire repair kit to repair a dmg engine. The problem lies in the amount of mines you can get. Get rid of minespam and whenever this 'problem' comes along, it will happen even less due to fewer mines, you can say they had to screen for the tank or use sweeper.
« Last Edit: May 29, 2015, 08:00:51 am by skaffa » Logged

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                      >  hated for creating best and most played eir maps

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Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
clonetroopers Offline
EIR Veteran
Posts: 534



« Reply #21 on: May 29, 2015, 08:26:33 am »

add repair kit that you can buy that just repairs critical damage?
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Hicks58 Offline
Development
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Posts: 5343



« Reply #22 on: May 29, 2015, 11:24:00 am »

You can muck up the doctrines all you like, and I'll happily just kick back and laugh as I build my hilarious companies from the mistakes. The repair system though? Break that and the mod's as good as dead.

Wear and tear punishes you for good play. Know when to pull back, how to keep your vehicle covered whilst Engineers work on it? You get reduced maximum health, and reduced functionality (Particularly as quite a few units rely on health pool to tank hits and either deal their damage or dash past the attacker).

IF repairs are truly going to be shifted to units, then there should be a munitions pool in game.

I made a big fuck off post about it in the internal development forums if I recall, but it never gained momentum due to other priorities.

Essentially, you'd have any unspent munitions available ingame for use as repairs - Any repairing unit could use it's default vCoH repair ability (Repair speed adjusted for EiRR balance ofc) which drains MU/s. How much repair you have is all down to how much of your company's upgrade capacity and support weapon capacity you're willing to sacrifice. It'd also blend in quite nicely with doctrines that already make use of MU for repairs or mine deployments such as Berge Tiger/Ketten MU salvage (An ability that could be made faction-wide for all, and prominent buffs placed in Tank Destroyer's utility doctrine line for example).

That way, you'd still have to keep your Engineers/repair unit safe, you could apply as little or as much repair to units as you feel neccessary, and you don't get choked by repair kits. Things like stickies, treadbreak, etc become more tactical in their application rather than a game-wide GET-WRECKED if they land. Tread break could even get it's engine damage back.

With the correct numbers in play for repair speed, you'd still be out of the game with heavy units for a significant amount of time if you want a full health-bar grade repair, and with the correct pricing of MU drain per second with the repair ability, you'd be able to make sure that heavies don't get 7 repairs per game unless you did something batshit crazy like dump your entire company's MU reserve into repairs (GG ATG's/Snipers/any-hope-of-support at that point).

A little something to consider.
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tank130 Offline
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« Reply #23 on: May 29, 2015, 01:16:29 pm »

@ Hicks

Sounds like a bit of a coding nightmare, but I guess the coders would have to answer that.

@ Skaffa,

Comparing OMG to our mod is not in our best interest to be honest. While the two mods share similarities, there are far too many differences to compare them.

I don't think anyone on the Dev team ever seriously considered wear & tear.
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Hicks58 Offline
Development
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« Reply #24 on: May 29, 2015, 01:21:31 pm »

@ Hicks

Sounds like a bit of a coding nightmare, but I guess the coders would have to answer that.

The bit that might be troublesome is having MU drained per second whilst using the repair ability. Everything else is pretty simple from a coding standpoint.

However, there repairing in vCoH drops your MP income per second, so it may be feasible.

The only other part may be having leftover MU be translated into MU ingame in the actual launcher, but if push comes to shove a "unit" which costs munitions (Increments of 5, 25, 50, 100 for example) could be created simply called repair pool or some such, to simulate it.
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rolcsika0128 Offline
EIR Veteran
Posts: 340



« Reply #25 on: May 29, 2015, 03:07:01 pm »

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.

It's easier to keep a 2-3 pop unit safe than protecting your repairing KT and  trying to maintain some kind of a map presence at the same time.



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.

Then I guess there is not much we - who honestly believe it's not gonna work out well - can do about it.
At the end of the day, I still strongly recommend not changing the current system into a unit-based one. It's a really bad idea, but you will eventually find out after it gets implemented.
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tank130 Offline
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« Reply #26 on: May 29, 2015, 04:38:50 pm »

Then I guess there is not much we - who honestly believe it's not gonna work out well - can do about it.
At the end of the day, I still strongly recommend not changing the current system into a unit-based one. It's a really bad idea, but you will eventually find out after it gets implemented.

Perhaps you are correct. But if you go back into the archives you we see massive resistance to implementing the system we currently have as well. Some those guys can come back now and say "I told you so"  Wink
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #27 on: May 29, 2015, 07:46:44 pm »

Tbh I think the mod is at a stage where it needs change for changes sake. Maybe it's just me but it's been the same thing for so long it's just getting boring. I welcome this change, at the very least it will be interesting.
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #28 on: May 29, 2015, 09:48:44 pm »

Okay, as far as i can see, using munis resource to repair shit, is pretty viable if i'm reading it right. i'll take a look when i get back.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #29 on: May 30, 2015, 07:31:05 am »

It's easier to keep a 2-3 pop unit safe than protecting your repairing KT and  trying to maintain some kind of a map presence at the same time.

With the current system once you are low on HP you go back to the spawn and sit and repair. A very boring and limited system. It also favors heavy tanks since they repair more health. Lighter vehicles have cheaper repair but ultimately are not as useful. Lighter vehicles cannot repair effectively at low health since they have a lower health threshold and will most likely be dead. Only heavier tanks benefit from that since they can easily repair at low health.

With the proposed system there will be more flexibility. You can repair closer to battle and cancel the repairs but you can also lose your precious engineers and have to wait until the next call-in to repair your tank. This way you can interrupt repairs with most units (not just AT that can run behind enemy lines) and without needing to destroy the entire unit and repairing tanks don't have to worry about being stuck while repairing. It would also balance things out and make lighter tanks more useful. The M10 and StuG are infamous for having bad repairs that you never have a chance to use. But on a Tiger there is a 100% chance that I will get to use my repair kit.

The idea may seem complex at first but it's essentially about standardizing repairs to become a more fluid and balanced part of gameplay.
« Last Edit: May 30, 2015, 07:46:15 am by PonySlaystation » Logged

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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #30 on: May 30, 2015, 12:11:37 pm »

I remember bobsmith was very close to implementing a repair system whereby any repair unit would draw from an ingame resource (like munitions) purchased beforehand. I.e. you would buy 2 full repair kits in the launcher anywhere, which would give you say 100 repair points (as a resource ingame) and then any unit repairing would drain this ingame resource per minute or whatever.

Would probably need some launcher adjustments though, so not sure how feasible this would be now. Not requiring any pop for repairs and not being able to cancel repairs without losing the entire kit is just dumb to be honest.
« Last Edit: May 31, 2015, 10:12:50 am by Unkn0wn » Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #31 on: May 30, 2015, 12:32:20 pm »

My post is pretty much exactly what you detailed Unknown.
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tank130 Offline
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« Reply #32 on: May 31, 2015, 09:22:12 am »

My post is pretty much exactly what you detailed Unknown.

ya but, your was confusing  Wink
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Hicks58 Offline
Development
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Posts: 5343



« Reply #33 on: May 31, 2015, 10:03:36 am »

It was more aimed at being comprehensive, so anybody coding it could understand what I was getting at.

It may have been confusing to the more simple folk.  Wink
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tank130 Offline
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Posts: 8889


« Reply #34 on: May 31, 2015, 11:36:59 am »

It may have been confusing to the more simple folk.  Wink

It was  Grin
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