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Medic Mech
#1
Posted 24 February 2015 - 10:22 AM
#2
Posted 24 February 2015 - 12:40 PM
#3
Posted 24 February 2015 - 12:53 PM
1. what can be repaired?
- HP of certein parts? (fine with me, but only up to 50% of the original)
- HP of Armor? (fine with me, but only up to 50% of the original)
- destroyed weapons/components (heat sinks, ams, etc.)? (I think that would make it too powerfull)
- destroyed parts (arms, legs, side torso) of the mech? (I think that would make it too powerfull, with the exception fo the legs, which could be patched up, like your mechs goes 90kph if its fine, with a leg blown off it goes 40kph and with a leg repaired it goes maybe 70 kph, with both legs reparaired 55 kph)
- exhausted / destroyed ammo? (I think that would definatly make to too powerfull)
2. how long should it take to repair?
3. what is the effective range?
4. does it need some kind of charge/ammo?
#4
Posted 24 February 2015 - 01:04 PM
MilesTeg1982, on 24 February 2015 - 12:53 PM, said:
1. what can be repaired?
- HP of certein parts? (fine with me, but only up to 50% of the original)
- HP of Armor? (fine with me, but only up to 50% of the original)
- destroyed weapons/components (heat sinks, ams, etc.)? (I think that would make it too powerfull)
- destroyed parts (arms, legs, side torso) of the mech? (I think that would make it too powerfull, with the exception fo the legs, which could be patched up, like your mechs goes 90kph if its fine, with a leg blown off it goes 40kph and with a leg repaired it goes maybe 70 kph, with both legs reparaired 55 kph)
- exhausted / destroyed ammo? (I think that would definatly make to too powerfull)
2. how long should it take to repair?
3. what is the effective range?
4. does it need some kind of charge/ammo?
Repair only - armor charred parts - no blown off limbs, no destroyed weapons, no destroyed guns. Heatsink repair allowed though.
Think of it like patching a hole in your armor. Also, leg fixing to run at 75% speed.
I just think this could add a slightly different dynamic. Not totally change the game but make it really a thought. My team COULD win if I had one of these.
Could also put a engine Govenor on the medpack while active for 10 seconds...
#5
Posted 24 February 2015 - 01:50 PM
#6
Posted 24 February 2015 - 02:02 PM
#7
Posted 24 February 2015 - 03:49 PM
Although personally id rather see MFBs that reload mechs since reloading could be done in a few minutes realistically. especially since special reloading mechs already exist in battletech for the expressed purpose of reloading other mechs during protracted combat operations. So an MFB or ammo depot that reloads mechs is a realistic possibility.
Edited by Khobai, 25 February 2015 - 12:56 PM.
#8
Posted 24 February 2015 - 04:14 PM
#9
Posted 24 February 2015 - 05:48 PM
and it would make the mech and the mfbs a prime target for fast mediums & lights would be able to find and locate it and with voip in place would be able to much easier call in more powerful buddies to destroy it and the mech within(massive ammo explosion anyone?).
#10
Posted 25 February 2015 - 03:21 AM
#11
Posted 25 February 2015 - 03:30 AM
BUT:
Not in Battletech.
The tactical core of Battletech is that you have only that much protection and it won't increase again during combat.
Every scratch counts, every hit hurts.
Mechs are worn down, even tiny hit and run bug bites can make a difference.
That creates a lot of tactical potential, teamplay, etc.
Having a "healer" would just lead to tactics like "Uhm, you know, let's all cuddle up again until everyone is back at 100%".
Or maybe even hesitation like "I only have 89%, I don't want to push around the corner until I'm all fixed up again."
#12
Posted 25 February 2015 - 03:38 AM
Paigan, on 25 February 2015 - 03:30 AM, said:
BUT:
Not in Battletech.
The tactical core of Battletech is that you have only that much protection and it won't increase again during combat.
Every scratch counts, every hit hurts.
Mechs are worn down, even tiny hit and run bug bites can make a difference.
That creates a lot of tactical potential, teamplay, etc.
Having a "healer" would just lead to tactics like "Uhm, you know, let's all cuddle up again until everyone is back at 100%".
Or maybe even hesitation like "I only have 89%, I don't want to push around the corner until I'm all fixed up again."
This is why it should only partially repair or rearm. Patch up cored armor, partial leg repairs so that leg mechs aren't basically dead anyway, etc. If it were done, they'd have to make it worthwhile but not an obvious must have.
#13
Posted 25 February 2015 - 03:53 AM
But on a serious note: Imagine a 20-ton Medic-Mech.
Reactor is a STD120 for 65kph, maximum armour, that leaves about 12t for equipment.
http://mwo.smurfy-ne...c8f675262d71e72
Now, consider 3 damaged team-mates, each has lost 2 tons of armour and 1 ton of ammo. You have enough supplies for that!
All you have to do is weld foot-thick pieces of military-grade armour-plates on the right spots. Just weld them on. It's not like something will explode on this welding-seam!
And for refilling the ammo, all you have to do is open the ammo hatches on the other Mech, extend your conveyor-belt feeding-arm, and transport the ammo into the other Mech. Of course, neither of you is allowed a single step or a single torso-twist while this happens, or the conveyor-belt will get ripped off. Take your time, it's not like the enemy is a mere minute away.
#14
Posted 25 February 2015 - 08:03 AM
On Re-Arm and Repair:
Russ had mentioned that PGI was looking at 'resupply' as a function of the game.
- Requiring the 'Mech to move to some form of location to complete that process.
(he stated it will NOT be a button on the ground type of deal, but require the Pilot to actually have to complete some operations to have that feature started.)
And a note here, HPG map is stated as having 'Mech ammo and repair facilities somewhere within it's structure.
This is to be all part of the longer attrition type of conflicts Planetary CW should be moving into when 'Supply and Logistics' is included.
- The Clans might have a better deal with ammo supply, if the entire 'Omni Pod' can just be swapped?
- For all 'Mechs, is it as simple as 'pulling an empty ammo box location' and replacing it with a full unit? Or are the locations built into the 'Mech, and can only be 'topped up' similar to todays aircraft. Requiring a belt feed or loader to cycle a new load into all locations. (could be a rather time consuming deal? As normally any feed system can only re-load at a similar cycle rate as it can fire, or slower.)
- Are ballistics treated differently than missiles? Or are they all rendered to some form of feed belt system?
For repair of 'Mech systems,
- all 'Mechs are outfitted with 'harjel'. When an armour breach it detected the harjel foam fills in the location to maintain the integrity of internal spaces. (allowing for space or underwater operation.)
- Simply replacing armour components on any 'Mech, would probably not be a feature 'Mechs could attend to. Looking at all the different chassis and all the various shapes and designs of individual armour plates. One shape just will not fit on every location. A surface 'patch' might be available, cut from sheet material at a 'specialized' location. But not something a 'Mech could carry around. (so NO, to a repair 'Mech.)
- The TT rules list a very long timeframe to repair armour, most likely indicating a requirement to 'build' each piece of unique shaped piece. (future 3D printing just might allow for this? But not FF armour, only standard armour.)
- From the Lore and books, once the 'HarJel' is activated and seals the breach area, the Techs or Mechanics need to 'remove this material' to be able to 'work on' the damaged area. This should have caused some reduction in the locations use as it's now 'full' of foam, if it's a moving location it should effect the ability to function fully.
With the short timeframes we see in current Battles, I can't see this feature being available. Maybe allow the Pilot to 'return a damaged 'Mech' and swap into another 'Mech while the original is being repaired? But that would require having all the 'Mechs present on the surface or in a hanger. (lots for PGI to consider.)
Just some ideas,
9erRed
Edited by 9erRed, 25 February 2015 - 08:14 AM.
#15
Posted 25 February 2015 - 08:05 AM
#16
Posted 25 February 2015 - 08:05 AM
Draykin, on 24 February 2015 - 12:40 PM, said:
Nah, not that difficult, a bit glue and a wrench and mcGyver can fix it.
#17
Posted 25 February 2015 - 08:51 AM
9erRed, on 25 February 2015 - 08:03 AM, said:
3059 earliest for Clan Diamond Shark, 3067 for the Lyran Alliance
Considered experimental by both and takes up critical space and tonnage in the mech. 1 ton and slot per mech component (legs, arms, torsos), so 7 in total if you want to protect everything (can not be mounted in the head location). I don't know of any mech fielding it outside of those experiments.
Until then Harjel is a Clan Battlearmor only thing, to keep the warrior in the suit alive and possibly capable to continue fighting.
Edited by Egomane, 25 February 2015 - 08:52 AM.
#18
Posted 25 February 2015 - 09:11 AM
Egomane, on 24 February 2015 - 01:50 PM, said:
This is true. Armor repairs I could see with something like repair drones as a deployable. Structure repairs were just never a thing, and I don't think should be. Repairs of any system components (Weapons, Heatsinks, ECM, etc.) should not be possible. If you lose your arm then it's gone. If you lose all your armor and take structure damage then that structure is permanently damaged.
#19
Posted 25 February 2015 - 01:04 PM
if the internal structure was completely undamaged, a field base might be able to apply armor patch kits over the damaged armor sections, but that would still require cutting away the damaged pieces of armor and then bolting on the patch kits into the existing armor. Again thats not something that could be done in a matter of minutes.
Edited by Khobai, 25 February 2015 - 01:09 PM.
#20
Posted 25 February 2015 - 04:07 PM
On the case for MFBs, I know the realism behind it is questionable, but couldn't it patch recoverable components inside a mech and retain some defenses? It is about the year 3000 or more, so can't a hyper-actively coordinated robotic arm fuse fuses back together in a matter of a fraction of a few seconds, on the MFB? I'm just saying that that would be the logic that would support the MFBs from MW3 and Repair Hangars in MW4 for being so efficient/fast at doing the job.
Edited by Zephonarch II, 25 February 2015 - 04:10 PM.
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