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Author Topic: Repairs  (Read 133 times)
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Unkn0wn Offline
Posts: 18137

« on: June 16, 2018, 12:31:00 pm »

Am I the only one who finds the current repair system a bit sloppy and unintuitive? I can understand why you'd want a pop cost attached to the repair function, but is there no better way to go about implementing repairs? Right now you need to buy a seperate unit, a seperate ability, and then ingame you need to activate "repairs" before they will actually be able to repair something. The moment they or the vehicle move the repair is irreversibly lost and when the ability runs out it looks like theyre still repairing, making it super confusing.

If we want to the mod to be accessible to new players with the steam release, these are the kind of hurdles that only steepen the learning curve. I remember my first game I basically had a Pershing sitting idle for 10 minutes because I was under the impresion it was still repairing.

Is there no way for a tank self repair to temporarily increase your population cap? Or is there no more straightforward way we can go about having repairs in the game?
hans Offline
EIR Artwork
Posts: 3528

« Reply #1 on: June 16, 2018, 01:39:06 pm »

while a tank is being repaired, it should be unable to fire or move. In the old system the tank was disabled.
I liked the old system more aswell. Maybe we can add a temporary pop increase when u press repair?

Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
Tachibana Offline
Posts: 1098

« Reply #2 on: June 16, 2018, 03:31:25 pm »

The moment they or the vehicle move the repair is irreversibly lost

For the sake of accuracy, this is not true. You can resume the repair any time during the duration of the activation.

It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
CrazyWR Offline
EIR Veteran
Posts: 3622

« Reply #3 on: June 16, 2018, 04:07:39 pm »

still hoping for OMG repairs

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Dauntless07 Offline
EIR Member
Posts: 58

« Reply #4 on: June 16, 2018, 04:54:03 pm »

I agree the current system is unintuitive. I made the same mistake my first game with the system. I think the problem with the old were doctrine abilities that let vehicles move, or even shoot, while repairing. Not to say I donít understand why they were there at the time, but it was incredibly OP. The new system isnít bad persay, the engineers are quite overpriced in terms of manpower, but theyíre at least useful for recrewing heavy weapons after repairing. Iím fine with going back to the old self-repair system, but I donít mind them as it stands.
Batgirl Offline
EIR Member
Posts: 96

« Reply #5 on: Yesterday at 01:44:16 am »

I dont like the current repair system either. One thing that it causes is that you almost never repair vehicles, just tanks. Also you can repair a supertank easily 5 times making it frustrating for allies - the fixed amount of repairs from old times allowed you to force big tanks out if you managed to hurt them enough times. The OMG wear and tear would fix this, however that was confusing too - you would never know how much health your tank would actually have and how many hits it could take. However it did fix the heavies problem of returning and wasnt really too bad either. I did grow used to the old repair system from eirr though and think it was better than the current one. Also I dont like in a team game that you have to get your own repairmen on the field not being able to use your allies' - pretty unintuitive!
TheVolskinator Offline
Administrator / Lead Developer
Posts: 2865

« Reply #6 on: Yesterday at 04:55:14 am »

I'm not sure why nobody repairs vehicles with the the new system. I see double or triple or quad squads at once; everyone is so damn impatient with their repairs. You're paying MP and pop for reps in order to make them a choice rather than a 50-MU-to-fully-rep-given.

We don't allow allies to share repairs because that would elevate Axis heavies to unkillable status. Just think about how dumb the ally-repairing Berge was. You could play like a donkey and blindly charge at (and kill) ATGs by the dozen because you *knew* that Bergeboi would fix you up.

Sharing repairs might feel like good teamplay, but it creates sloppy play and terrible gameplay for the enemy team.

For those asking for wet 'n tear: no. Not only is it a pain in the ass, Axis-biased system (HP matters less when you can bounce numerous enemy shells), but it requires scar to implement as far as I can tell. I don't know how to code SCAR; unless one of you wants to try learning, it's not happening.
« Last Edit: Yesterday at 06:37:36 am by TheVolskinator » Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
PIE (Pertinent Info (for) EiR), incl. Zoomout Mod - updated 21 Apr., 2018: https://drive.google.com/open?id=1AtC0J195qr2D_gan4GF20hhDJT0rr5Vh
Mysthalin Offline
Tired King of Stats
Posts: 8978

« Reply #7 on: Yesterday at 05:47:17 am »

I repaired a kettenkrad with a berg the other day, no idea what you on about, my blokes.

Repair your LVs, they'll win you games.

Quote from: ick312
And Mysthalin, stop acting like Rolscika or Shabtajus, for you will never be pro like them"
Unkn0wn Offline
Posts: 18137

« Reply #8 on: Yesterday at 02:06:30 pm »

I don't think wear and tear is a solution anyway because that too is terribly unintuitive. I do think there must be a better way to go about implementing repairs from what we have currently however.
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