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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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#1 Oppresor

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Posted 07 December 2012 - 03:07 PM

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.

#2 Egomane

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Posted 07 December 2012 - 03:17 PM

The other mechwarriors were primary singleplayer games.

Repairs of the scale you need to even fix up your armor would take a lot longer then a few seconds or minutes.

It would promote defensive play on a scale not yet seen.

Just to name three arguments against it. :huh:

#3 Teralitha

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Posted 07 December 2012 - 03:20 PM

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

#4 Oppresor

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Posted 07 December 2012 - 03:30 PM

I must admit, I hadn't considered the repair time aspect; but I did see it as a way of promoting the defensive battle. Ultimately I can see base development anyway, certainly defensive turrets. What do you think?

#5 Zylo

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Posted 07 December 2012 - 03:38 PM

View PostOppresor, on 07 December 2012 - 03:30 PM, said:

I must admit, I hadn't considered the repair time aspect; but I did see it as a way of promoting the defensive battle. Ultimately I can see base development anyway, certainly defensive turrets. What do you think?

Nope.

I played games in the past that had base defense systems. It allowed unskilled players to simply hug the base and let the AI make up for their lack of skills in the game.

Caught at a disadvantage? Run to the base!

#6 Oppresor

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Posted 07 December 2012 - 03:40 PM

True, I've seen that too.

#7 Oppresor

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Posted 08 December 2012 - 02:25 PM

I had a thought about the idea of unskilled players hugging the turrets. Why not! If the turrets were low powered to start with, lets say the equivalent of a small laser and were also 50/50 as far as accuracy was concerned; then the unskilled player or with luck players would be forced to work together and develop good team skills. This can only be a good thing, giving them the confidence and preparing them to function as part of a lance in an Assault.

#8 FerrolupisXIII

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Posted 08 December 2012 - 02:47 PM

Im personally against repair stations. IF it was added i would want to see it be very slow and only work with a mech shut down inside, not active. that way you cant sit by it and get fixed. also, one mech at a time.

#9 Oppresor

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Posted 09 December 2012 - 02:03 PM

View PostFerrolupisXIII, on 08 December 2012 - 02:47 PM, said:

Im personally against repair stations. IF it was added i would want to see it be very slow and only work with a mech shut down inside, not active. that way you cant sit by it and get fixed. also, one mech at a time.


This is exactly how the system should work. It's very similar to the way repair worked in Mechwarrior 4; the mech would enter and powerdown for repair and re-am. Of course this takes time, but if your mech is an Atlas, running with heavy assault weapons, it could be worth it.

#10 Willie Sauerland

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Posted 09 December 2012 - 02:17 PM

The only in-game repair facility which might need to be made available would be when the metagame is implemented. In this case, it should be a drop ship and only able to be used after the battle. However, since we aren't sure what the metagame will look like, it may or may not be possible to implement.

This being said, I don't see the need for a repair facility in our current game structure. The repairs would take too long. Also, given the speed of the game, pulling a mech away would weaken the team significantly.

Edited by Willie Sauerland, 09 December 2012 - 02:18 PM.


#11 gamingogre

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Posted 09 December 2012 - 04:52 PM

I voted no, not for your idea. I voted no due to current maps. As long as we only have tight maps, then this is a bad idea. I would love to see bigger maps and maps with a base and automatic defenses. A repair unit in these cases makes sense.

#12 Bhael Fire

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Posted 09 December 2012 - 05:15 PM

I have nothing against a repair station near the base; perhaps operating in a similar fashion as base capture. For example, any powered down mechs within the boundaries of the repair station gradually regain armor and depleted ammo.

#13 YoMomma1991

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Posted 09 December 2012 - 05:41 PM

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 ;)

#14 Bolide

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Posted 09 December 2012 - 05:54 PM

in Field repairs just aren't practical in a 15 minute time frame. If you had the exact spare arm you needed lying around with weapons you *might* be able to hook it up in time. If the connections for the old arm weren't too badly fused/shot up.

The clans omni mechs are more modular and quicker to repair.

Maybe if things get moving to a series of missions in a row have limited repairs instead of the current fresh mech every match. but it would be handled out of game between matches.

Previous Mechwarrior games had in field repairs to make them playable. It had to be done to make the game work even though it bent the physics of the game a bit to do it. I'd rather MWO not go that route. As others have said would create camping problems.

#15 Mechanix460xvr

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Posted 09 December 2012 - 06:03 PM

Maybe it could be the foundation for another game mode.

#16 Demoned

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Posted 09 December 2012 - 06:14 PM

View PostMechanix460xvr, on 09 December 2012 - 06:03 PM, said:

Maybe it could be the foundation for another game mode.


just my thoughts I'd
say yes if.

the maps were larger and game time runs for up to 30mins,
it could add more tactics if you had to capture a repair base before it could be used,

#17 Adrienne Vorton

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Posted 10 December 2012 - 12:49 AM

no... unless there will EVER be a more persistent, large-scale battle campaign ala Planetside, then yea, okay...

#18 Oppresor

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Posted 10 December 2012 - 02:29 PM

View PostMechanix460xvr, on 09 December 2012 - 06:03 PM, said:

Maybe it could be the foundation for another game mode.


Yes this would make alot of sense.

#19 Ceribus

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Posted 10 December 2012 - 03:04 PM

I would be all for this if

- The power generator was on the opposite side of the base from the repair bay,
- The repair process too between 45 - 120 seconds depending on damage
- Cancelling repairs and deploying takes 30 seconds
- If the repair bay is destroyed while you are in it your mech is destroyed
- One mech can use the repair bay at a time

Edited by Ceribus, 10 December 2012 - 03:06 PM.


#20 Force Majeure

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Posted 10 December 2012 - 04:06 PM

It would lead to excessive camping.
But field repair may be interesting in a different game type, like conquest.





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