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Faction Play Addons:repair And Refit!


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#1 KursedVixen

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Posted 22 August 2017 - 10:26 AM

the current single mechs are not generally designed to fight waves and waves of enimies some even running dry on ammo, if this were a zombie survival game FW would be horrible.


Allied Drop points have repair bays, not sure if they should be invicible or not, but you go inside a repair bay, shut down and it fixes your armor and internals (Does not replace spent ammo or lost components.) takes like 2 minutes max depending on how much damage you've sustained

Allied Drop points have Refit bays, Refit bays allow you to walk in ,shut down and get ammo replenished to it's full amount. takes up to a minute depending on spent ammo. (again does not replace lost components)

Edited by KursedVixen, 22 August 2017 - 10:32 AM.


#2 Insanity09

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Posted 22 August 2017 - 01:39 PM

Reloading ammo would be the most crucial part of that.
Further, the time it takes should be no more than 30s, at most. (the time it would take you to drop your next mech anyhow, but for this you'd be vulnerable on the battlefield.

However, armor repair would obviate the need, to a great degree, for the drop deck in the first place. There would need to be some severe limit on how much armor could be repaired, both for each individual mech and the team as a whole.

This would give a large advantage to the defenders, who would tend to be closer to their rearm/refit bays. Defenders don't need yet another advantage.

So, no, I don't think so.

#3 LordNothing

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Posted 23 August 2017 - 02:11 AM

in-game repair bays would be nice. if you add repair you have to add rearm. for example you take an energy mech, get it down to 30% but without loosing any parts, full restore. now for a ballistic mech that is also at 30% but is out of ammo. not a full restore, just a restore to whatever backup lasers you had. this gives energy boats yet another advantage at the expense of other weapon types.

i kind of liked the mw4/living legends rule where if you lost parts you dont get them back. any equipment and ammo reserves in those sections are also gone and you cant refil those if theybe been blown off. then maybe cap restore to 75% structure and armor, and 50% ammo (for still intact magazines). and then limit it to one use per mech. like have refit vouchers as consumables. you need one to use the repair facilities but at expense to other consumables. this prevents people from only equipping minimum ammo and going back to top off every few shots.

Edited by LordNothing, 23 August 2017 - 04:04 AM.


#4 Alloh

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Posted 24 August 2017 - 06:01 AM

YES!

As a VET from BattleTech tabletop, PC's MW2+3+4, MechCommander, MW:LL and huge fan of BattleTech Universe, I fully support it.

At least the refit/reload ammo must be implemented... walk back to base and get refit!

Also minor repairs are welcome, does not replace missing parts neither structure, but armour plates should be easy to replace in field. A fun factor would be repaired parts not get paint job, just have a generic color.


AND for maps without base on both sides, like invasion mode, then make a dropship land and provide reload ammo and simple repair job, worse than in base.

This single landed dropship should be destructible, and become required to be destructed to speed up defender's victory!

The same concept, a single landed repair/reload dropship can be extended to all maps... refits one mech at time, can be destroyed.

#5 Insanity09

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Posted 24 August 2017 - 10:08 AM

There is already a problem in FW (and QP) with stragglers and people running off by themselves, rather than coordinating with the team.
(Thankfully, except during events, it tends to be a smaller issue for FW.)
Adding another mechanism that would cause people to run back and forth to the drop zone is an enormous time sink and would encourage this problem to get even worse.

Meanwhile, in siege, defenders are already close to their drop zone and would thus have a much smaller time investment and straggler problem from using such a base. Siege defense already has a much better tactical position, giving yet another advantage is mistake.

Lovely idea. Simply not practical in this game on multiple levels.





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