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Mech REPAIR BAY


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#61 Typhoon Storm 2142

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Posted 27 June 2013 - 02:00 AM

View PostTrickshot, on 27 June 2013 - 01:53 AM, said:

Have you ever played any older Mechwarrior game? Of course it is more than senseless. But playing a siege throughout weeks wouldn't be that much fun would it?
Sometimes you gotta bend reallity in order to create fun in a video game no matter how sim it might be. And no one here told something about seconds. I think a couple of minutes would be more appropriate so teams would really have to plan their repairs carefully for the whole team.
But there is nothing to say against the points you brought up. It would be unrealistic. But in a proper way it would be tons of fun I suppose. I'm will to sacrifice a little realism for fun in a game... otherwise I'd be playing "Go to the office on monday morning part 5" :P


Sure, I'll do the same. Sacrificing and stuff. But don't you see what you're implying here? Being able to repair would turn this game around 180 degrees.

You think a full repair would take MINUTES? So that one troll in the team could block the repair bay for his mates? This is a well NOT-though over idea. If you gonna imply improvements to the game, think about it first...otherwise you'll break everything. Repairing is NOT fun, by the way. It will not improve matches, if you gonna stand still for 5 Minutes.

#62 Galenit

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Posted 27 June 2013 - 02:30 AM

Reapirbays are great
but most maps are to small for it.

There should be long repairtimes,
but whats long if you only have 15 minutes for a game?

What i can imagine is a repairbay that needs a generator or solarpannel to be active.

This way you have to cap the energyprovider to use the bay (Should there be a energyprovider and a bay for each side or just 1 on the map?)

The repair should take around 20-30 seconds, repairing some armorpoints (not%) every 1 second and providing 1 ton of ammo at the end.
If the power is disrupted, repair stops and no ammo is provided.

After a repair you have a cooldown of 60 seconds for the next repair for you, if you not leave the repairbay after repair, the out of bounds countdown starts ...

But thats far away, there are a lot of things that must be fixed and balanced first ....

#63 Borengar629

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Posted 27 June 2013 - 02:37 AM

This is why I said it should not be for random but only for lobby arranged matches and only if both parties agree on it. And I said so, BECAUSE it could turn the whole game 180 degrees around. When we fight about planets battles should really not only last for a couple of minutes like they do now.

Ownership of planets should be fought out for a least an hour or so. So there would have to be at least something like a resupply otherwise ballistic weapons and missles would become pretty obsolete. I'm pretty excited about how they will work out in 12 vs 12 in generell as I don't expect to see any AC/40-Jaeger there.

Well you're right i terms of one ***** can ruin the game for his team. But thats pretty much what it is now isn't it? You either fight alongside each other or try your hardest to compensate for every ***** you got on your team. I mean people shoot each other in their backs as soon as most pug matches start -I still don't know why exactly. Maybe they wanna check if the weapons displayed to them are really there... Heat testing you can do otherwise, so that's not it for sure.

As an option like I said it would be awesome for those who are willing to do their best to win the match as a team. And for idiots blocking the way there is still the good old alpha to the face argument to move aside.

#64 Benjamin Davion

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Posted 27 June 2013 - 02:43 AM

It takes hours to repair even a basic combat vehicle in the modern day. Repairing a battlemech would be infinitely more complex. All the same, it's a major part of canon to have mechs repaired in the field.

Even without this, ammo resupply NEEDS to become a reality.

#65 Borengar629

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Posted 27 June 2013 - 02:57 AM

When I think of it, there is some sort of "workaround" the whole problem. Just let every party have a ressuply camp where pilots can take another mech of the same type and configuration. So basically you leave the combatzone and make your way to your homebase to change the mech. That would be maybe at a dropship. So every plyer could have like 3 "lives" or so if he manages to get there with his mech functioning. And the enemy could be able to shoot the backupmechse but would have to go against an armed dropship / basedefense. So no timenonsense done. Would that be more appropriate?

#66 w0rm

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Posted 27 June 2013 - 02:58 AM

No.

#67 Free Capella

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Posted 27 June 2013 - 02:59 AM

If it takes hours to repair the mech and if I can kill the mechanics, I'm all for it. Otherwise its a dumb idea.

#68 Oppresor

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Posted 28 June 2013 - 01:23 PM

View PostGalenit, on 27 June 2013 - 02:30 AM, said:

Reapirbays are great
but most maps are to small for it.

There should be long repairtimes,
but whats long if you only have 15 minutes for a game?

What i can imagine is a repairbay that needs a generator or solarpannel to be active.

This way you have to cap the energyprovider to use the bay (Should there be a energyprovider and a bay for each side or just 1 on the map?)

The repair should take around 20-30 seconds, repairing some armorpoints (not%) every 1 second and providing 1 ton of ammo at the end.
If the power is disrupted, repair stops and no ammo is provided.

After a repair you have a cooldown of 60 seconds for the next repair for you, if you not leave the repairbay after repair, the out of bounds countdown starts ...

But thats far away, there are a lot of things that must be fixed and balanced first ....


I like the generator or solarpannel idea, this adds a new challenge to the Repair Bay concept; you don't automatically have a working Repair Bay. what this does is to introduce another mission objective with a viable return at the end of it; in this case the lance that locates (if it's randomly dropped in the Desert) and drags (We would need a Salvage module(Discussed in other treads)) the generator / solar panel back to the location of the Repair bay and then Caps the Bay will have a chance to (at the very least) Re-Am or carry out a basic repair to some armour.

The other issue is mission time. It's already apparent that in many cases missions "Run out of time" If we want to see new themes like objective based Recon / Exploration of Artefacts / Escort / Fighting Retreat / Repair Bays and all the others that have been identified by our visionaries then PGI need to consider extending the mission time for those types of mission.

I understand that this is not for everyone; for those who enjoy the TDM style of Assault, the current mission time is about right; but even Conquest could do with some extension, especially in Canyon, Tourmaline and Alpine.

#69 CRF Hawkeye

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Posted 07 July 2013 - 11:09 AM

a repair bay is one of the last things missing in the game,.. repairing the mech without re-attaching lost limbs and re-arming/refilling ammo all for some time of the battlefield would work perfect.

maybe even present the option to only re-arm, repair or both when entering the hangar! all with their own time-penalty.

lets face it,.. having or missing a mech on the field could be as important as repairing at times!

the amount of stations should be restricted though,.. maybe only upgrade the spawn-bases with the bay. this way a mech needs to retread from the fighting to return, adding to the time away from battle.

#70 EyeDie I

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Posted 09 July 2013 - 09:32 AM

my idea is a repair mech, it can shoot a hollow shell like a paintball with different limited abilities like armor repair or heat absorbtion, your buddy is over heating or badly damaged splash him with armor goo or heat absorbing goo.

#71 Tice Daurus

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Posted 09 July 2013 - 10:35 AM

View PostBenjamin Davion, on 27 June 2013 - 02:43 AM, said:

It takes hours to repair even a basic combat vehicle in the modern day. Repairing a battlemech would be infinitely more complex. All the same, it's a major part of canon to have mechs repaired in the field.

Even without this, ammo resupply NEEDS to become a reality.


Again...no. An ammo resupply in the game would take at least an hour maybe 1/2 hour tops with a full crew working double-time to put it in. You guys don't seem to understand that in the books, repairs and resupply took TIME and not seconds or minutes, but hours or DAYS. You people want quick second repairs, it will DESTROY this game. The Mechwarrior universe cannot have this happen. Don't turn this into Call of Duty or any other game. This game needs to be tactical, and you need to make this feel like if you make a mistake, it's COSTLY. Life altering costly.

As I said before, the ONLY time you can get away with this is IF and ONLY IF you can do repairs within a certain amount of time in COMMUNITY WARFARE. For example...say if mechs get destroyed, they are destroyed, but give them a percentage chance to have the friendlies recover them depending on the game situation. If they are recovered, they can be repaired, but depending on the time passed. Each match could say that a certain amount of time has passed, and small repairs can be made. Larger repairs can be done, but it would take more time.

Thus time could become a factor in Community Warfare battles. If say the enemy retreats to go and be repaired and withdraws from the battlefield, more mechs could be brought in to defends the world from both sides while the mechs are repaired. It should depend on the battle situation. Sometimes repairs could be made, other times, no repairs made.

#72 MetalJunky

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Posted 20 August 2013 - 09:51 AM

Very nice... interesting thoughts on the idea of the inclusion of Mechbays...As far as duration of repair and which game format to include the MB's, it can only add flavor to the game. This is an ever growing platform, and there is a widening age group interested in this game. Picture a world domination "ala" CW type of game, where it takes more that 15 minutes ( like an hour) , to take on a strategic map, it will be pretty awesome. Of course this has to be within the confines of how events took place in the Mech universe, which a lot of you guys are GURU's of this story line. :D

#73 Mackman

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Posted 20 August 2013 - 10:27 AM

Holy necro, batman...

#74 Koniving

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Posted 20 August 2013 - 10:29 AM

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?


Long and short answer.

Short answer. No but yes.

Long answer... Not in the way you're describing. They may appear as props from which to "respawn" in for Dropship mode using up to 4 mechs per player.

Indeed. This was quite the necro, I just noticed the year.

#75 Tezcatli

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Posted 20 August 2013 - 10:37 AM

If they added a mode with greater strategic depth. That perhaps involved gaining resources that could be used to setup defenses for bases, call in scout copters or UAVs, artillery, and whatnot. Then you could conceivably have repair bays and mobile repair trucks.

But as it stands it doesn't really fit.

#76 Johnny Z

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Posted 20 August 2013 - 08:06 PM

A stationary repair bay on a large base map sounds fun.

The repair bay could use liquid metal to bring armor up to maybe 70%. No other repairs possible during battle.

Adds depth and isnt a stretch for realism.


btw, didnt read all the replies so hope i am not using the same idea as someone else.

Edited by Johnny Z, 20 August 2013 - 08:11 PM.


#77 Johnny Z

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Posted 20 August 2013 - 08:16 PM

View PostEyeDie I, on 09 July 2013 - 09:32 AM, said:

my idea is a repair mech, it can shoot a hollow shell like a paintball with different limited abilities like armor repair or heat absorbtion, your buddy is over heating or badly damaged splash him with armor goo or heat absorbing goo.


The idea is sound actually, but not the weight the repair bot would be have to be moving, not to mention it would be silly looking :(





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