Mech Repair/Recovery System, how should it work_
#1
Posted April 27 2011 - 02:40 PM
1. Auto-repair module
The player can mount a module that automatically repairs their mech at the expense of firepower and mobility. Likely requires the player to be idle and/or is disrupted if attacked.
2. Repair-kits
Some form of repair-kits that are either loaded onto a mech pre-battle by the player when setting up their mech, or picked up during battle. Each kit can only be used once. If modular damage is implemented players could have to choose what module they want to repair.
3. Service depots
Special zones that the player can enter where their mech will get 'serviced', likely to be in areas like team bases. The service area/structure could be exposed meaning the player is still vulnerable to enemy fire, or sheltered so it protects the player while repairing. Service depots could also be a destroyable structure that could be a primary target for attacking enemies.
4. Medic Module
A special tool a mech can be equipped with in place of a weapon that allows them to repair other mechs in the field. Could possibly be used to repair themselves.
#2
Posted April 27 2011 - 03:39 PM
#3
Posted April 27 2011 - 03:51 PM
#4
Posted April 28 2011 - 07:25 AM
Flyingdebris said:
Yea this is seems accurate, I'd guess it's an activated ability. I believe there's an interview where this dynamic is discussed; you can repair anywhere, but it leaves you open to attack, so knowing when/where to repair becomes an important skill.
IMO this is a good way to go, as long as it's a relatively slow repair (compared to mainstream CoD health regen). Maybe it could be slow at first, but accelerate over time, so repairing is useful, but not mid-battle.
As for visuals/animation, I'd like to see either your little pilot climb out and bang on stuff or sparks/lights from the cockpit.
#5
Posted April 28 2011 - 07:33 AM
#6
Posted April 28 2011 - 09:01 AM
#7
Posted April 28 2011 - 09:17 AM
I guess it will also wipe your signature off the radar, so you'll have to do it in well-hidden places.
I'm hoping there's a limit to how much you can repair yourself that way, though. Completely recovering from near-wrecked status just by shutting your mech down for a while would seem kind of lame. :|
#8
Posted April 28 2011 - 09:50 AM
Wouldn't make much sense in a "free for all" match, but in team matches would be very interesting to see mechs with different roles.
#9
Posted April 29 2011 - 09:01 AM
Jack Dandy said:
I'm hoping there's a limit to how much you can repair yourself that way, though. Completely recovering from near-wrecked status just by shutting your mech down for a while would seem kind of lame. :|
I hadn't thought of the radar... I like that idea.
I don't think repairing should be a fast process, but if it's a problem I could see a system of permanent damage (small % of damage taken) that can't be repaired, diminishing returns on repairing, or some sort of limit as you mentioned to take care of it.
#10
Posted April 29 2011 - 10:43 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#11
Posted April 29 2011 - 10:25 PM
Also would there be a limit or way that you are able to repair_ Like (challenging for me to put this out there) a killstreak bonus or something_
Also in the end i have to agree The_Silencer Unless the repair system was extremely limited to only being able to be used once per spawn and only repairing a reasonable percentage or something of the sort.
#12
Posted April 30 2011 - 09:16 AM
but there is something to be said for a game-play style without repairing, or 'medkits' which are sparse and not very effective. It might actually serve for a faster, more quake-like atmosphere. Not that I would prefer this to be the whole game (I like the shutdown to repair - get off the radar option), but it would make for a pretty hectic and fun match option no_
#13
Posted April 30 2011 - 10:18 AM
#14
Posted April 30 2011 - 03:13 PM
Sledgecrushr said:
Eh, well that's not totally appropriate either imo. An army is going to want to keep their equipment in the best possible shape, so I think the best thing would be some kind of repair station at a team's base, making the players trek back to heal and lose valuable time, but at the same time get something out of it.
#15
Posted April 30 2011 - 03:34 PM
Does that mecha power-off state that we saw in the gameplay video equals to repairs_. I mean, has this been officialy mentioned anywhere_
.
"The difference between theory and practice is smaller in theory than it is in practice"
#16
Posted May 01 2011 - 06:07 AM
The shutdown and auto-repair idea sounds like the most sensible and it adds a unique tactical element to survival and gives a better balance in the cat/mouse style gun-battles. Instead of having to run around with 20% health or searching around for health packs that spawn in specific areas that somebody would memorize you would be able to find a nice hiding spot or cover to begin repairing yourself, and on top of that you wouldn't need to rely on another player for repairs which would probably be reliable about 36% of the time.. that's if 1: they're a team player. 2: They aren't dead or too far away. 3: If they're close enough to even reach you in time.
And if you have dedicated healing (A player designated for repairing others) You have to take into account how they might just follow the "Heavy unit" and be constantly giving them support while ignoring the rest of the team. Take out the human factor and your problems are solved.
The solution is self-reliance!
#17
Posted May 01 2011 - 03:32 PM
An idea could be that you could use repair kits of some sort in field BUT they can only do minor repairs, for major repairs to get back to 100% you would have to go to a service depot back at base.
Example:
One of legs gets taken out (0% functionality) and becomes dead weight that severely slows you down to a snail's pace (pretty much you can't go anywhere), you can use a repair kit to get it back up to 50% functionality so that you can at least move at half-speed, this would allow you to limp back to base to get a full repair back to 100% functionality.
Repairing in-field takes some time, if you are hit while doing a field-repair the repair fails and you lose the kit.
#18
Posted May 03 2011 - 09:17 AM
Also limit the amount of time to use the mech bay like Mechcommander, after the power/energy is used up that Mech bay is no longer available. That way the most damaged mechs or mechs needed gets first priority.
#19
Posted May 03 2011 - 01:39 PM
The_Silencer said:
Does that mecha power-off state that we saw in the gameplay video equals to repairs_. I mean, has this been officialy mentioned anywhere_
Yeah, pretty sure it was mentioned in one of the interviews.
Don't remember which one, though...
#20
Posted May 03 2011 - 02:03 PM
Khang Le said:
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