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Mech REPAIR BAY


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#21 Stormwolf

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Posted 01 September 2012 - 01:18 PM

View PostSeriona, on 01 September 2012 - 12:20 PM, said:

God, you guys are such babies, you care more about balance than canon or truth in a series of any video games which is why most modern games suck. MFB's are critical to any army in the MechWarrior universe and they need to be their. If you are too stupid to stop players from repairing outright then you should not play. If a player is healing in a MFB while his lance covers him and protects him, that is not camping morons. That is tactically protecting our own resources to advance your own goals.


Well, the canon does have repair vehicles, only the techs can't repair your mech in seconds, this sort of stuff can range from hours to days.

I'd rather see the need to protect a MFB to ensure that you'll be fully repaired for the next mission.

Edited by Stormwolf, 01 September 2012 - 01:18 PM.


#22 MetalJunky

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Posted 01 September 2012 - 05:24 PM

Thank you for the input guys, appreciate it. I just loved the way this could add tactical value in the game. Maybe not in randoms but in conquests ..like clanwars, map domination or game modes of some sorts. Some of the areas around the map could have premium value such as having mech bays strategically located. It could add flavor to planning an attack, and maneuver. Yes, it should not repair the mech like brand new. Re-arming, minor repairs, or percentage repairs of some systems but definitely not lost limbs and attachments. Mechs in repair bays are of course sitting ducks so well... let the imagination flow. Wide and large maps with mech bays could be fun.

#23 Seriona

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Posted 02 September 2012 - 12:39 PM

All I am saying is that players need to understand that mechs in MechWarrior do not play like Call of Duty. SImply camping with mechs can oly do so good. Lets assume an entire mech company is protecting one mech in a repair bay. You can still destroy the bay at range, use support mechs with support weapons like a Vulture with LRM can make havoc against someone repairing or an Blood Asp with Clan Gauss Rifles can do the same thing.

#24 CowRocket

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Posted 02 September 2012 - 02:20 PM

RR logi mechs?.. lulz

sorry for the eve reference.

Edited by CowRocket, 02 September 2012 - 02:21 PM.


#25 Seriona

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Posted 05 September 2012 - 12:02 PM

Mech.

#26 XBigBenX

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Posted 05 September 2012 - 02:45 PM

View PostBrokenDog, on 28 August 2012 - 06:49 AM, said:

An ammunition replenishment unit would fit. Vulnerable to enemy fire as well.
Following the ammo depleted mech back to its resupply cache will appeal to the scouts and a great kill potential. [mech standing, being reloaded with its bays exposed and portions of armour when the dump gets hit. Nasty]
B)
The in field magic minute repair bases were stupid.

Mhh good Idea...but if this is implemented the destroying of these primary targets must have an AoE on all Mechs closer than let us say 300m^^ *booOOOOMMM*

#27 XxcursivexX

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Posted 05 September 2012 - 04:30 PM

Repair trucks would be cool and potentially balanced. Truck has to get to get to your location and the rest of your team would have to protect you while its repairing/reloading. Obviously pretty useless for scouts but for assault and heavies this could be cool. Imagine even being on the team where your buddy is getting repaired, the opposite team charges to stop and you use that to ambush the other team.

#28 Justin Xang Allard

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Posted 07 September 2012 - 08:14 PM

View PostMetalJunky, on 26 August 2012 - 01:39 PM, said:

I remember playing mechwarrior with repair bays (mobile or stationary) in the battlefield. Will this be considered as part of MWO?

this would be a nice addition to campain mode....
if there is a campain mode.....

#29 Strum Wealh

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Posted 07 September 2012 - 11:00 PM

The Mobile Field Base (yes, the ones from MechWarrior 3) was put into the BT canon in Tactical Operations (pg. 330).
However, it does not come into being until 3059 (invented by the FedCom), so it should not be available until then (if ever).

Additionally, they are not as fast as they were in MW3; it canonically takes 15 minutes to repair one point of armor (CBT Master Rules, pg. 91).
So, just replacing 50% of an Atlas' armor (representing 152 pts) would take roughly 38 hours!
Even if three of them could work in parallel, just repairing that armor would still take almost 13 hours. And then there is dealing with internal damage, replenishment of ammunition, and whatever else might need to be done.

As such, it would be better, IMO, to not have in-match repair and rearming, and to abstract that to between-match "downtime".
It also means that players would not be camping in or around the repair/rearm facility, which would/should help with keeping the matches well-paced.

Your thoughts?

#30 Seriona

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Posted 08 September 2012 - 11:37 AM

Mech Repair bays are always been a role in MechWarrior series. Lets say you do not add them at all. Do you know what kind of games you are going to have if it is 8 vs 8 with lives? You will get matches where players will get attacked and a player will win but the other player will be injured and will not be able to fight back effectively. Remember, you must think realistically on how players will work together. Simply, they won't. Majority of players will not communicate nor will follow anybody or take orders unless you truly get a (gaming clan) vs another clan. Or tournament based matches.

#31 Strum Wealh

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Posted 08 September 2012 - 12:13 PM

View PostSeriona, on 08 September 2012 - 11:37 AM, said:

Mech Repair bays are always been a role in MechWarrior series. Lets say you do not add them at all. Do you know what kind of games you are going to have if it is 8 vs 8 with lives? You will get matches where players will get attacked and a player will win but the other player will be injured and will not be able to fight back effectively. Remember, you must think realistically on how players will work together. Simply, they won't. Majority of players will not communicate nor will follow anybody or take orders unless you truly get a (gaming clan) vs another clan. Or tournament based matches.


Then, to paraphrase the tagline of another mech game, the players will have to "hunt like a pack or die like dogs".

Recall, one of MWO's "pillars" is Role Warfare (described in Dev Blog 03, Dev Blog 04, and Dev Q&A 04) - a large part of which involves each member of taking on one (or more) of several specific roles (scouts, assaulters, defenders, commanders) and working with the other members of the team to accomplish the objective (destroy all enemy 'Mechs, capture the enemy base, defend one's own base).

With built-in voice communications, third-party voice communications (Teamspeak, Skype, etc), and text-chat (of course there would be text chat, right?), there is no good reason/excuse to have (m)any members of a company, "pubbies" or no, "going Leroy Jenkins" with any regularity. :rolleyes:

If anything, the lack of a repair center will force a smarter, higher level of gameplay to become more commonplace since players would not be able to either 1.) camp around the repair center to have it heal every paint-scratch or 2.) act in an overly reckless manner while counting on a repair center to erase the consequences of their recklessness and mistakes.

And, yes, it is still a viable and valid tactic, when facing certain defeat, to ensure that one does not go down without trying to inflict crippling (or nearly so) damage on one's opponent... :lol:

#32 MetalJunky

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Posted 14 September 2012 - 05:59 AM

[color=#959595]"If anything, the lack of a repair center will force a smarter, higher level of gameplay to become more commonplace since players would not be able to either 1.) camp around the repair center to have it heal every paint-scratch or 2.) act in an overly reckless manner while counting on a repair center to erase the consequences of their recklessness and mistake"[/color]

[color=#959595]Thank you for the input STRUM.[/color]

[color=#959595]A variable probably is how will these mechbays wil be planted in the map. Most certainly it should be somewhere where sound tactical decisions matter. Not near each base, somewhere midway but that is to arcade in effect or somewhere towards the farthest corner of the map, The bays could serve as a strategic point, an imperative or not. With the very wide maps, imagine what flavor this will add to the gameplay. The mechbays could be dynamically placed in multiple locations of a single map each time teams play with the map. The bays will be in a different location everytime you enter a single map. Gameplays[/color][color=#959595] lose its dynamic effect and become repetitious. WOT (world of tanks) tried to change gameplays by simply changing game modes of a given map (losses its magic after jsut a few games). Now they are adding physics, creating a more dynamic theater of war( a new experience and will have longer shelf ife). Obviously spicing up the game.[/color]

[color=#959595]Imagine your lance entering the CAUSTIC VAlley map. YOu send out your scout, now he is in the prawl for enemy targets, and he goes to where the MECHREPAIR bay was to see if theres enemy threat within its perimeter, unfortunately, the repair bay is not there. "*&^%)(", where is it?..then soemwehre around the map he locates it. Finally the team will have to decide, and respond to that information. Enemy locations....MECH repair locations.... are we going to mushroom around the location and get sniped? is the mechbay well within good cover?,,, Is ti vulnerable to indirect missile fire? or should we jsut rush to cap?..are the enemy heading towards the bay?...is there a clear route around their thrust?[/color]
g
[color=#959595]Should i send a suicide mech to blow that bay to kingdom come? while the rest push to cap? will i just send my scout to light them up and LRMs take them out?.. these could be the type of decisions to make... Its not jsut the SKILL of the Mechwarrior this time, but the sense and judgement of the team as well. .......[/color]

#33 MetalJunky

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Posted 14 September 2012 - 06:03 AM

i apologize for the extra scripts before the sentences.. :P

#34 Noth

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Posted 14 September 2012 - 06:14 AM

Only thing close to a mobile repair facility that is usable in the matches timeframe is in the dropship mode. Dropship mode was described as a match type that you bring in four mechs. You die and just jump in the next. Now The idea is that if your mech is heavily damage and you get back to the dropship the techs can start repairing it while you jump in another one of your mechs. The repair would be slow so that most of the time it would never ever reach 100% repair before the end of match.

Other than that, it's just unrealistic in this game to step into a zone and get repaired in under a minute. The rules in TT was 15 minutes per point of armor. It would have to take a good chunk of time to get repaired.

#35 Maxwell Albritten

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Posted 14 September 2012 - 06:42 AM

I always found the idea of a repair bay that slippy-dippity whoop whoop fixed your mech really immersion and game breaking. What, there's a bunch of sprinters in there that can fuse tons of metal plating onto your mech in 15 seconds?

If the only way to beat a stage in a single-play/co-op level is to have a repair bay then that is poor and lazy level design. A repair bay in a multiplayer match slows things down and is potentially game breaking.

#36 MetalJunky

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Posted 14 September 2012 - 06:50 AM

Well, yes this will yield the same effect, if there's no way to reduce the time of repair for mech repair as stated in TT rules 15 minutes is quite a long time. Just wondering if the dropship mode will feature gamers autonomy to drop which ever point of the map? If it does, then it retains the sense of gameplay effect suggested by having mechbays randomly set in a map.

#37 MetalJunky

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Posted 14 September 2012 - 06:58 AM

I know Mechwarrior was born out of a simulation platform. I like it to stay that way. I just had real fun playing mechwarrior with mechbays (was it in MW3?) so i thought, something like it could be added in MWO.

Your are right though MAx, it should not be something like seconds of repair.

#38 Noth

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Posted 14 September 2012 - 07:00 AM

View PostMetalJunky, on 14 September 2012 - 06:50 AM, said:

Well, yes this will yield the same effect, if there's no way to reduce the time of repair for mech repair as stated in TT rules 15 minutes is quite a long time. Just wondering if the dropship mode will feature gamers autonomy to drop which ever point of the map? If it does, then it retains the sense of gameplay effect suggested by having mechbays randomly set in a map.


I'd only want them at the dropship even with multiple drop points. Way back at the back lines where you originally entered. You want to keep you mech and possibly use it later in the fight, you gotta take the time to march all the way back.

#39 Lawstar

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Posted 14 September 2012 - 07:58 AM

i like the idea of MRBs...you can capture them and use them ..and lets remember you are powered down in a MRB...we call that target practice! use them at your own risk..

#40 JokerPW

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Posted 14 September 2012 - 12:46 PM

In my POV, power-ups are a totally NO-GO.
But mech-bays is something that even I already post about it.
In some game-types (specially the big historical battles ahead) would be awesome. I hope the devs are thinking to include it.
[ ]'s





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