#A note/idea on repairability.

1 messages · Page 1 of 1 (latest)

patent beacon
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Seeing the prospect of an Engineer class for humans (Dram has talked about it), able to conduct repairs. If it has not been considered, the limitation of repairs should be implemented. I.e, a maximum amount of health may be repaired on a unit. Say the Hover tank with 13000 HP, could be repaired for a maximum of 26000HP. So you can effectively triple the use of your vehicles, but also prevent players from just running away from battles repetatively for repairs.

Thoughts? For those familiar with Total War: Warhammer and the healing mechanics there, will see what I am getting at.

jade root
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Mechanics implemented in Total War expect there to be only a set of units, which will be expended as the battle goes on. It isn't a classic rts, more of a battle simulator. It makes sense for Totalwar, not so much here, where the rts gameplay is closer to AoE, where the units are created on the battlefield.

Yet the concept is still valid, having enemy units healed over can be infuruating in any fps, but limiting the engineer's ability is not the way to go imo.

Instead we could divide the unit hp into segments, if these segments are expended (the hp falls behind a certain threshold) then those segments may not be restored, meaning damage causes the unit's max hp to go down.

An amount of damaged segments could then be set to disable certain abilities. Tanks could lose their main gun, quads could lose speed, making the more damaged units viable only as support.

Then we could still introduce a method to get the segments back, so maybe the engineers can repair them back at/near a factory.

wooden nebula
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we should have repair strucutures where you have to go all the way back in order to repair.