Forged Alliance Forever Forged Alliance Forever Forums 2013-10-15T14:19:48+02:00 /feed.php?f=2&t=3500 2013-10-15T14:19:48+02:00 2013-10-15T14:19:48+02:00 /viewtopic.php?t=3500&p=55940#p55940 <![CDATA[Re: What would happen if repair was made viable?]]> Statistics: Posted by rockoe10 — 15 Oct 2013, 14:19


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2013-10-14T23:37:25+02:00 2013-10-14T23:37:25+02:00 /viewtopic.php?t=3500&p=55906#p55906 <![CDATA[Re: What would happen if repair was made viable?]]>
Edit:
Here it is, I tried uploading into the vault, but I am being told the mod is already in there.
http://supcom.theworldsofseiya.com/seiya_HealBot.zip

It currently stack heals at 10 hp per second in a 10 unit radius. It does not cost any energy at the moment, but can be added in if needed.

Statistics: Posted by seiya — 14 Oct 2013, 23:37


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2013-10-14T15:21:14+02:00 2013-10-14T15:21:14+02:00 /viewtopic.php?t=3500&p=55880#p55880 <![CDATA[Re: What would happen if repair was made viable?]]>
errorblankfield wrote:
...

For some crybran love, I'd love a new mobile hive that repairs at an efficient rate in a shield-like radius. Balance be damned, I want a mobile shield replacement.

...


This ability already exists on the Seraphim ACU. I tried to give a unit (Engy as a filler unit) this ability, but after hours consumed before i had to go to work, i wasn't able to get the injured units to heal themselves...not sure why it didn't work. So i gave up :roll:

Statistics: Posted by rockoe10 — 14 Oct 2013, 15:21


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2013-10-14T10:35:57+02:00 2013-10-14T10:35:57+02:00 /viewtopic.php?t=3500&p=55859#p55859 <![CDATA[Re: What would happen if repair was made viable?]]> There is no need to repair sometimes if you can add shield
However i have used repair in my game tos save pgens,
You can repair t3 t2 stuff if you not have t2t3 engie near and can't efford to loose valueble unit

Statistics: Posted by ZLO_RD — 14 Oct 2013, 10:35


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2013-10-14T09:38:14+02:00 2013-10-14T09:38:14+02:00 /viewtopic.php?t=3500&p=55858#p55858 <![CDATA[Re: What would happen if repair was made viable?]]>
Anaryl wrote:
Repairing won't be effective due to its high micro and time cost. Building a new unit is more efficient, and there isnt anyway to change that with out drasticaly restructuring the game.


I have a mod that automates reclaim if under 50% metal and auto repairs. If something can repair/reclaim and is idle, it does. Heck, it even tries to do in enemies if it is idle and one comes in its range. The one downside is that the game considers an unfinished unit "damaged" and so you will have idle engineers randomly decide to help build stuff.

Statistics: Posted by seiya — 14 Oct 2013, 09:38


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2013-10-14T08:56:51+02:00 2013-10-14T08:56:51+02:00 /viewtopic.php?t=3500&p=55851#p55851 <![CDATA[Re: What would happen if repair was made viable?]]> Statistics: Posted by shayanjameel08 — 14 Oct 2013, 08:56


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2013-10-13T20:45:06+02:00 2013-10-13T20:45:06+02:00 /viewtopic.php?t=3500&p=55805#p55805 <![CDATA[Re: What would happen if repair was made viable?]]> Statistics: Posted by Anaryl — 13 Oct 2013, 20:45


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2013-10-13T18:45:19+02:00 2013-10-13T18:45:19+02:00 /viewtopic.php?t=3500&p=55796#p55796 <![CDATA[Re: What would happen if repair was made viable?]]>
BRNKoINSANITY wrote:
Then again, something does not HAVE to be changed just for the sake of changing because a few people want to.... you could leave it the way it is ;)


Whoa whoa! Not change something just because we can? Let's not get any CRZAY ideas here! :lol:

Statistics: Posted by Mycen — 13 Oct 2013, 18:45


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2013-10-13T00:57:26+02:00 2013-10-13T00:57:26+02:00 /viewtopic.php?t=3500&p=55749#p55749 <![CDATA[Re: What would happen if repair was made viable?]]>

Statistics: Posted by BRNKoINSANITY — 13 Oct 2013, 00:57


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2013-10-13T00:30:33+02:00 2013-10-13T00:30:33+02:00 /viewtopic.php?t=3500&p=55748#p55748 <![CDATA[Re: What would happen if repair was made viable?]]>
Ato0theJ wrote:
Instead of nerfing the reclaim or boosting the repairs too much, perhaps something in the middle would be most appropriate. If the reclaim only gave say, 65% of the mass, and repairing cost 30% of the mass, there would be incentive to repair units en masse vs rebuild them....


Agreed, usually something in the middle is the best course of action.

Statistics: Posted by rockoe10 — 13 Oct 2013, 00:30


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2013-10-11T21:12:32+02:00 2013-10-11T21:12:32+02:00 /viewtopic.php?t=3500&p=55678#p55678 <![CDATA[Re: What would happen if repair was made viable?]]> Statistics: Posted by Ato0theJ — 11 Oct 2013, 21:12


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2013-10-11T20:17:55+02:00 2013-10-11T20:17:55+02:00 /viewtopic.php?t=3500&p=55675#p55675 <![CDATA[Re: What would happen if repair was made viable?]]> And it makes sense. This crap that was a unit can not be that much worth!

Also it never came to my mind that going home with an XP to kill it is an option. now i will do that if it has not gained big xperience.
it makes in two directions sense: the enemy can not reclaim it this way and i can build a new one. meanwhile there are the ones that are already being built...

Just as was mentioned before: It doesnt feel right when you kill a unit because building it is faster then repairing it.
BTW: When and why was the ACU so heavy nerfed in repair? It takes hours to repair, and you can put hundereds of engies to it, it wont go faster...

And as others mentioned before: engies on patrol do repair, so, this is already possible. there is for UEF even the field engie, so why isnt he used as much? hmm... micro? or just because the game offers so much tactics, it has even more than we did after so many years of playing...

i really miss the build planes though...

Statistics: Posted by rxnnxs — 11 Oct 2013, 20:17


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2013-10-11T17:51:33+02:00 2013-10-11T17:51:33+02:00 /viewtopic.php?t=3500&p=55665#p55665 <![CDATA[Re: What would happen if repair was made viable?]]>
stalewee wrote:
I concur

Just because you don't use something every game does not mean that it's broken.


I agree with this.

rockoe10 wrote:
I think the reclaim is far too high. The Mod has a default of 40% and this is probably too low, but 80% is way too high...for sure.


This reminds me of the several threads a few balance patches ago, where there was much discussion about how mass extractors and adjacency should be reworked to promote map control over turtling.

But, now that I think about it, something that never seemed to come up in those discussions was how what really promotes map control over turtling is reclaim. If you can't get your engineers to the battlefield to get at wrecks, you're probably going to lose regardless of how many mexes you have.

Lowering the reclaim values is just going to slow the game down, both in terms of how quickly stuff gets built and in terms of how dynamic the gameplay is. Considering the whining and crying that we always see over maps that don't have retarded amounts of reclaimable mass at the start ("they're so slow!" "so boring!" "waaah!") I don't know why people think they actually want reclaim to be worth less. Imagine how different setons would be if those wrecks in the middle didn't decide who wins the game!

Statistics: Posted by Mycen — 11 Oct 2013, 17:51


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2013-10-11T14:34:27+02:00 2013-10-11T14:34:27+02:00 /viewtopic.php?t=3500&p=55646#p55646 <![CDATA[Re: What would happen if repair was made viable?]]>
Flipper wrote:
Bring back the TA Necrobot. That would be fun.


Already have it :), it might even be in the Mod Vault, if not I can upload it.

errorblankfield wrote:
...

OR EVEN EASIER SOLUTION, nerf the reclaim rate, 80% is still insane.


I like this, i even uploaded a modified version of the "Wreckage Reduction" Mod that does just this. I think the reclaim is far too high. The Mod has a default of 40% and this is probably too low, but 80% is way too high...for sure.

Statistics: Posted by rockoe10 — 11 Oct 2013, 14:34


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2013-10-11T09:54:29+02:00 2013-10-11T09:54:29+02:00 /viewtopic.php?t=3500&p=55622#p55622 <![CDATA[Re: What would happen if repair was made viable?]]>
The building has low hp -so good luck sticking in on the immediate front lines- but efficiently repairs units for a fraction of their cost.

I'd make the buildings expensive as well so you can't just erect them everywhere. While the repairs are cheap mass wise, they could take awhile and cost a good amount of energy for balance sake. Units can't function within them and would likely die of the building dies as well. EXPs wouldn't fit...

For some crybran love, I'd love a new mobile hive that repairs at an efficient rate in a shield-like radius. Balance be damned, I want a mobile shield replacement.

OR EVEN EASIER SOLUTION, nerf the reclaim rate, 80% is still insane.

Statistics: Posted by errorblankfield — 11 Oct 2013, 09:54


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