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In Field Repair


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Poll: In Field Repair (146 member(s) have cast votes)

Should we have a Repair hanger by our Base

  1. Yes (38 votes [21.97%])

    Percentage of vote: 21.97%

  2. No (103 votes [59.54%])

    Percentage of vote: 59.54%

  3. Static (23 votes [13.29%])

    Percentage of vote: 13.29%

  4. Mobile (9 votes [5.20%])

    Percentage of vote: 5.20%

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#21 Oppresor

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Posted 12 December 2012 - 01:53 PM

View PostJhon117, on 09 December 2012 - 05:41 PM, said:

The base idea is bad just cause, who ever defends pretty much wins the match. I believe what we need here is a repairing module, so that feature comes at a cost of efficiently in battle. May be made also to repair others as well?

Almost like a Mechmedic ;)


This is another take on the repair idea. I have just read a similar post in the welcome forum, straferx thought the idea of a repair Mech would be useful. As far as I know there has never been a Mechmedic to date so the developers may want to explore this concept.

Looking at other types of mission; the idea of a mobile repair unit or Mech would lend itself to a convoy / escort scenario on a bigger scale in a mission lasting 30+ minutes. Willie Sauerland came up with the idea of having repair within a Dropship to be used post battle; again this would form part of a different scenario or even a spin off game.

What do you think?

#22 Willie Sauerland

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Posted 12 December 2012 - 03:09 PM

The mechmedic is an interesting idea though I don't know how it would be implemented. Even in a convoy time might be limited to actually repair a mech - though I could see center torso with duct tape dispensers, and either arm with a blow torch or a multi-tool... ;)

And I came up with a good idea? Given the ideas in the suggestions forum, I suppose I shall have to work harder. My apologies... :)

:)

#23 Jebadias

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Posted 12 December 2012 - 03:21 PM

I say no to an actual repair base. Those types of repairs just take too long. I would be ok with some sort of basic field maintenance facility with severe restrictions... Maybe it does not take too long to slap some more ammo in your mech or hook up some hoses to cycle coolant through to cool you down (I think I remember a vehicle that could do that in the 3026 tech readout) but to re weld and reconnect limbs or armor or structure... Please don't.

#24 Alfred VonGunn

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Posted 12 December 2012 - 03:35 PM

View PostTeralitha, on 07 December 2012 - 03:20 PM, said:

As long as they can be easily destroyed... gives the term 'defending your base' a whole new meaning...


And if someone is in it being repaired they are completely destroyed by the exploding ammo and stuff;)

#25 WardenWolf

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Posted 12 December 2012 - 04:23 PM

View PostOppresor, on 07 December 2012 - 03:07 PM, said:

All other versions of MechWarrior have had in field repair hangers. These can play a vital role in a battle allowing limited repair and or replen of ballistic ammunition. By introducing repair it would be possible to extend missions and also provide an incentive to capture the repair unit / installation and any ammo in it. This could also provide additional points if captured.

MW 3 / 4 did - MW 1 / 2 did not. MechCommander games did, but that is a different style of gameplay... and in all cases these were primarily single-player games, with options in some cases for multi-player. Fast repairs like that is not realistic; the closest option might be semi-fast reloading of ammo on mechs in the field, but even that does not need to be in a game like this.

#26 Willie Sauerland

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Posted 12 December 2012 - 05:02 PM

View PostWardenWolf, on 12 December 2012 - 04:23 PM, said:

MW 3 / 4 did - MW 1 / 2 did not. MechCommander games did, but that is a different style of gameplay... and in all cases these were primarily single-player games, with options in some cases for multi-player. Fast repairs like that is not realistic; the closest option might be semi-fast reloading of ammo on mechs in the field, but even that does not need to be in a game like this.


Not yet. I think in the metagame something like this might be useful - I mean, a long campaign (instead of 15 minutes playing capture the square) like invading a planet will need some sort of repair-type facility. In a war, forces are always rotated in and out of the battle so I wouldn't see this being any different with this game.

However, this is still a distant dream and we really have no idea how the metagame will really be implemented. But dreaming can be fun sometimes... ;)

Edited by Willie Sauerland, 12 December 2012 - 05:03 PM.


#27 fighttheman87

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Posted 12 December 2012 - 05:25 PM

97 percent of the time people die in a large mech pile, that is no time for running away and repairing no matter how fast they move. though i do like la gullotine's idea of a game mode involving this feature.

#28 StraferX

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Posted 12 December 2012 - 09:42 PM

Much Thanks to Oppresor for pointing me to this thread. I like the idea of a MedicMech that had limited fire power and that could issue small amounts of ammo and repair only items still attached like armor, actuators and heat sinks while ECM BAP and such would be to involved for feild repair. Now not repair to full potential but even 25% repair is a good boost in many cases. A mech being repaired could increase ones heat level so they could not fire but still able to move until repair completed. In the event that the MedicMech is the last man standing he could convert his repair power over to personal fire power. I could see the MedicMech being heavily fortified with Armor and such but very little fire power, as the mech did his repairs it becomes lighter and more vulnerable. If The MedicMech is killed while performing a repair then the mech getting fixed would obtain a botched repair and have adverse effects.

My other thought is that if a ammo/repair bay were implemented that only the MedicMech could access it, and the ammo/repair bay had to be destroyed before final capping.

Thanks for this thread and for reading my thoughts, I think this could add a ton to an already great game concept.

#29 Sean von Steinike

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Posted 12 December 2012 - 09:46 PM

No thank you.

#30 Dirus Nigh

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Posted 12 December 2012 - 09:53 PM

I thought about suggesting a repair facility in game before. However I have not because of the map size and lack of game modes.

A repair base, static or mobile, should only be used in matches designed with a long battle in mind. The ability to repair a mech should be limited. The repair facility could be limited to specific kinds of matches. They could also have a rank requirement needed by the merc or house unit involved It could be possible for a unit to own a repair facility but it must be payed for in C-bills to maintain. Just like a mech, except it would come out of unit funds or loyalty points.

In a match the repair facility could be both automated and controlled by the commanding player through command asset options. If its a mobile repair truck(s) then it could be controlled through the battle map by the commander. basically way points given and the truck would follow. In order or for the repair truck to be used it have to be set up. Again given through a command. This would take some time. It then would be able to repair one mech at a time. The mobile repair truck value is in its mobility. It can be kept close to hand for repairs for an advance. However the team would have to guard it, it would be more easily destroyed that a static facility and it would be limited to repairing/rearming one mech at a time. If the truck is damaged its ability to repair/rearm would be in hindered. This could be represented by time added.

The static facility could also be part of a commander asset, or it could be a building. As a commander asset the repair facility could be a dropship. The ship would be at the initial starting location of the team using it. It would be able to repair more than one unit at a time. It might even have an auto mated defense weapon or two. The team would still have to defend it. Any weapons on the ship would be targetable. Sense the ship is static that line off supply as it where would be vulnerable. There is a risk that the apposing team could cut off access to the ship.

Another static repair facility could be apart of the scenario. It could be one of the major objectives in a conquest like match. The team who controls it has an advantage over the other. Again it would still have to be defended.

here are some scenarios.

Assault
This would be a true assault match were one team must take over and defend an area in order to win. Such a location could be a mech factory or military base. The defenders could have a mech bay that is large enough to repair one or two mechs at a time. While the attacking force would have a mobile repair unit or a drop ship.

Conquest
In the scenario a large area with multiple objectives. One or two objectives can have a repair facility while each team might be able to bring a commander asset.

Rush
As with assault except the defending force would have the ability to fall back to a alternate base. Basic rush type match as seen in BF3 or bad company 2.

The repairs should draw on some kind of resource. The repair facility could have a limit on how much it can repair before its supplies are expended. It could be a set C-Bill value depending on the type of facility, or it could be determined by how much a merc unit assigns it. Repairs could also come out of the pockets of players. Of course match rewards would have to reflect this possibility. Then again in the grand scheme of community warfare winning the battle and obtaining your objective would out way any C-Bill rewards.

#31 Oppresor

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Posted 14 December 2012 - 02:51 PM

View PostDirus Nigh, on 12 December 2012 - 09:53 PM, said:


here are some scenarios.

Assault
This would be a true assault match were one team must take over and defend an area in order to win. Such a location could be a mech factory or military base. The defenders could have a mech bay that is large enough to repair one or two mechs at a time. While the attacking force would have a mobile repair unit or a drop ship.

Conquest
In the scenario a large area with multiple objectives. One or two objectives can have a repair facility while each team might be able to bring a commander asset.

Rush
As with assault except the defending force would have the ability to fall back to a alternate base. Basic rush type match as seen in BF3 or bad company 2.

The repairs should draw on some kind of resource. The repair facility could have a limit on how much it can repair before its supplies are expended. It could be a set C-Bill value depending on the type of facility, or it could be determined by how much a merc unit assigns it. Repairs could also come out of the pockets of players. Of course match rewards would have to reflect this possibility. Then again in the grand scheme of community warfare winning the battle and obtaining your objective would out way any C-Bill rewards.


Great stuff! I really like the idea of the Conquest Scenario. The idea of adding multiple objectives within a mission is not new, but, would make the missions more realistic. In MWO this could also form the basis for extra credits, always a good incentive. I originally saw one of the positive aspects of capturing a static repair installation to be that the capturing unit would gain credits for the value of any ammunition stored within the installation.

I also liked the way that you have fleshed out the way that both static or mobile repair units would work, this is valuale for the developers.

#32 Irreverence

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Posted 14 December 2012 - 10:15 PM

Yes, if we had much bigger maps.

#33 Oppresor

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Posted 15 December 2012 - 03:57 PM

Well so far we stand at 36 to 51 for and against field repair. True this means that the majority dont want repair units or installations, however the difference is only 15 which means that a lot of MechWarriors do want it.

There have been numerous arguments for and against for example:

1. A move to a heavy defensive posture.
2. No time for repair.
3. Battle time and Maps to small / short to make it worthwhile.

1. It could be a major objective (worth a lot of credits).
2. It could be set up to carry out quick repairs or to Re-Am with ballistic rounds.
3. It could be a mobile unit or even a MediMech.

One of the biggest things to come out of this, is that Field Repair does have a place, maybe in MWO or maybe in a spinoff.

I want to thank all of you who have taken part in the Poll, as i said in my last post, it is valuable for the developers and can only help to make MWO better for all of us. I will monitor this thread for the next few weeks in case anyone wants to add any new ideas or just wants to talk about the concepts covered to date.

Once again thankyou for taking part

Oppresor

#34 One Medic Army

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Posted 27 December 2012 - 05:21 PM

No, there's already enough advantage to whichever team scores the first kill, without whichever mech was damaged going back to base for a full heal.

#35 Willie Sauerland

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Posted 27 December 2012 - 06:22 PM

View PostOppresor, on 15 December 2012 - 03:57 PM, said:

Well so far we stand at 36 to 51 for and against field repair. True this means that the majority dont want repair units or installations, however the difference is only 15 which means that a lot of MechWarriors do want it.


Wait. Last time I checked, 51 is still greater than 36. The difference of 15 does not mean "a lot of MechWarriors do want it."

NO: 57/82 = ~70%
YES: 25/82 = ~30%

The "static" and "mobile" doesn't count as a yes (meaning your Poll is significantly flawed).

At any rate - perhaps in the community warfare will this be implemented but not before then, if at all....

#36 Saxophonist

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Posted 28 December 2012 - 02:05 PM

This isn't Call of Duty. No in-field repairs. Seriously, it's a multibillion dollar piece of very complicated machinery. You can't repair it in 10 seconds.

#37 General Taskeen

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Posted 28 December 2012 - 02:17 PM

MW:LL uses repair spots in their Terrain Control map. Bases dotted around the map control whether or not you are able to repair Mid-Front, or you have to retreat back to your main base.

#38 Capt Cole 117

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Posted 28 December 2012 - 02:22 PM

It could only work as part of an attack defend gametype, and only if the attacking team never gets one.

#39 Ryvucz

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Posted 28 December 2012 - 03:54 PM

Paul (their lead designer) said something along the lines of... No.

http://mwomercs.com/...96-repair-bays/

-EDIT

5th post down. =3

Edited by Ryvucz, 28 December 2012 - 03:56 PM.


#40 Gremlich Johns

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Posted 28 December 2012 - 05:58 PM

Need much bigger maps, though, first.





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