Author Topic: Field Repairs  (Read 733 times)

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Offline Profane Arbiter

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Field Repairs
« on: July 02, 2010, 05:37:08 PM »
My first thought was to have classes in this game similar to battlefield 1942 and its successors, but I realize most of the kits wouldn't be all that vital in this game....except engineer.

For MWLL I thought perhaps a BA could select a repair tool as a piece of equipment he carried with him. I'm not suggesting this be like the BF games where a guy with a wrench could turn a burning wreck into a pristine Sherman tank in seconds of course. It should be expensive, the repairs should also be relatively slow and unable to completely repair the mech past a certain point.

Another idea is a mobile repair base. Again, this should be expensive, have no defenses of its own, and hurt the team noticibly if destroyed...but an option for repairs other than walking all the way home would be a nice additon.
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Offline (TLL)CapperDeluxe

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Re: Field Repairs
« Reply #1 on: July 02, 2010, 06:47:37 PM »
if it ever did make it to the game, I'd imagine it would be like the APC, only a mobile repair vehicle instead.  I can't imagine it being useful though until we start seeing some much bigger maps.

Offline Virt

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Re: Field Repairs
« Reply #2 on: July 03, 2010, 06:52:34 AM »
I was thinking we could have MFBs as the capture points in the Terrain Control game type.    That way, there'd be a significant value in holding that terrain point, beyond just tickets.

It'd be great to have a purchasable MFB vehicle in the game, too.    You'd drive it to a location and deploy it, and also be able to defend it (a little) via a turret you could man while it's deployed.    You'd earn Cbills for both the repairs you effect to team vehicles, and also, any destruction you did by the turret.

I'd certainly be prepared to drive support vehicles for the team every now and then, just as I do AA/BA duty from time to time.
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Offline HAARP

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Re: Field Repairs
« Reply #3 on: July 03, 2010, 07:18:57 AM »
If it is a vehicle, make it carry a limited amount of "repair" (can't carry a few Atlases worth of armor around now can you?)

Offline Virt

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Re: Field Repairs
« Reply #4 on: July 03, 2010, 07:42:23 AM »
Ok.  But also let it salvage vehicles (ie resume the armour and parts of any vehicle resold, just like the hangar).
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Offline Jaso the Sniper

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Re: Field Repairs
« Reply #5 on: July 03, 2010, 08:18:43 AM »
+1 for salvaging

sorry haarp
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Offline Brainwright

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Re: Field Repairs
« Reply #6 on: July 03, 2010, 02:58:46 PM »
I've actually taken a moment to marvel at the Uziel's internal structure, and as that level of detail is spread toward other mechs, there is one fanciful method of repair that comes to mind.

Mount a deployable scaffolding onto the Long Tom base and have that wrap around the 'Mech.  Then have a battle armor with a salvage arm (big claw + welding torch) take off the damaged sections of armor, revealing the juicy interior, and then rebuild them over a certain period of time.
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Offline Jonttu

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Re: Field Repairs
« Reply #7 on: July 03, 2010, 08:30:49 PM »
What was the map size limit again? 8x8km? So in other words some 3-4 times the size of the largest maps currently?

Offline Spanish Inquisition

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Re: Field Repairs
« Reply #8 on: July 03, 2010, 09:09:50 PM »
I feel that we have to impose limits somewhere on these repairs, if they were ever to be implemented.

  • MFB setup. That's pretty much a given.
  • A limited amount of repair available. Whether this is given in tons of armour, or a percentage on the Mech's display.
  • Time. It should be dreadfully slow. Or something.
  • Expensive? If the "show how much a mech is worth before trading in" can be implemented, repair costs could be as well.
  • No ability to replace lost limbs, "grey" weapons.
  • Damaged legs and back torso (reduced movement speed) should take even longer to repair, simulating rerouting of actuators and whatnot.
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Offline Profane Arbiter

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Re: Field Repairs
« Reply #9 on: July 04, 2010, 12:26:43 AM »
I can't imagine it being useful though until we start seeing some much bigger maps.

Even on existing maps, distance is relative. A light mech hauling ass at well over 100 kph is close to home no matter where on the map it is. By comparison, if Beatstick is 2k from home, that's a hike.
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Offline Flyingdebris

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Re: Field Repairs
« Reply #10 on: July 04, 2010, 03:27:50 AM »
What if field repairs where more of a tourniquet than a full healing.

What i mean is.  They are a spot job meant to keep you going, but not really a full repair on par with returning to base.  So lets say that vehicles that power down adjacent to the repair truck can't get stuff fixed that is above 60% hp, everything below that though is brought up to 60% condition.  Aside from this the repair vehicle behaves identical time wise and price-wise to a normal repair hangar.

In this way even vehicles that babysit repair trucks, the most they'll ever have is 60% health.  So its usefulness is more for vehicles that are limping along a hair from death. 

Also add to all this that repair trucks  should be highly volatile.  So any vehicle standing close by or undergoing repairs stands a good cahnce of being crippled or destroyed should the repair truck go boom.
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Offline Virt

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Re: Field Repairs
« Reply #11 on: July 04, 2010, 04:27:14 AM »
From a game mechanics point of view, I think there's already too much 'die / respawn / repeat' going on.   (Hence the scoreboards topped by people who got 20 kills, but died 10 times themselves.)

There's not much incentive to trudge all the way back to base to repair when you can just die, save yourself the walk, and be gifted with a whole new bunch of starting Cbills to boot.

I'd like to see people were incented and rewarded for looking after their equipment and protecting their life.     It could be a key point of difference for MWLL vs other FPSers.

If you agree with any of the above logic or direction (and I know some will, some won't) then an MFB that could effect full repairs would make the most sense.    It would takes some of the drudge from the trudge, and encourage more people to repair rather than die/respawn/repeat.

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Offline dsi1

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Re: Field Repairs
« Reply #12 on: July 04, 2010, 05:45:42 AM »
There is a ticket based version of SA, I really wish it was played more, gives people a reason to walk back to base and repair...

I think there should be an MFB that can give full repairs and a sort of support vehicle that is a lot cheaper that can only effect field repairs, maybe the field repaired HPs have a small damage multiplier on them, something to fight with but not something sustainable.

Support truck should have a limited amount of stuff it can carry though.

Offline Haunted

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Re: Field Repairs
« Reply #13 on: July 04, 2010, 08:40:46 AM »
There's not much incentive to trudge all the way back to base to repair when you can just die, save yourself the walk, and be gifted with a whole new bunch of starting Cbills to boot.

And gift the opposing team a great bunch of points/cBills? No, I'll take the hike back. Especially since the 'sell mech' option was included.

Offline Jaso the Sniper

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Re: Field Repairs
« Reply #14 on: July 04, 2010, 08:59:53 AM »
+1
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...