Its all a question of balance. I dont say no to a mobile mechbay because it would realy bring some tactical elements in. But i dont think it should repair a mech completly. Here some Points to weak a overpowered mechbay that repair all and refill all ammo.
1. the mechbay can be destroyed, whether it's a mobile or a structure.
2. its not repairing destroyed parts, so u dont get magical a new arm. And if all weapons on your mech destroyed, its also repair only remaining parts of the mech so dont waste the time of other mechs waiting for repairing.
3. the mech cant repair completly, he should only ably to repair a mech to 90%-80%
4. the repairtime depends on the dmg and missing ammo, so it can take up to 60 sec to repair a atlas with no armor, no ammunition and all parts in red (yea it will never happend to dmg a mech so balanced)
but missing parts like a arm shrink the time because its nothing to repair.
5. its not free! repairing and refilling cost the same amount or maybe more (inbattlecosts) of C-Bill like in the mainpage.
With all this points peoples think twice before repairing. I think the most of em only need it for refilling and this brings again a new tactical point in the setting of a mech. Should i mount enough ammo for long battles or should i take some ammo out for heat sinks and amor in hope that the mechbay dont get destroyed to refill me?
2 Points what we should be able to do with mechbay.
1. We should able to choose "Refill Ammo" "Repair Mech" "Repair & Refill Mech"
2. If its a Mobile Mechbay, the Commander should be able to send the mechbay to some locations (or freely) but! the mechbay cant repair while its on the move and only the commander can bring it to stop.
Edited by Degalus, 15 September 2012 - 01:35 AM.