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PostPosted: Tue Jun 10, 2014 9:23 pm 
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So it's been some time since a recent post about this question.
I've read what I could find here about this subject. As always the answers were pretty clear.
Now that some time has passed and it's getting to that point of possible "full release",
Any news on a Engineer/Repair Kit?

The Med Kit seems to be doing well, and the AI are pretty "Johnny on the Spot" when they have one with them.
And there have been some great additions as well as good tweaks to the vehicles physics and controls.
I'm really loving my roll as a "Tank Commander", helping to spearhead an assault and cover troops.
But man, I wish I could repair my Tank, or someone else could. I can get pretty darn long runs in a single tank with some player support near by. Yet it would be nice to, like everything, take a chance in combat to fallback and repair a bit.

I have talked with some others about this idea, and it seems one concern could be "swarm repair" if a bunch of players all loaded with the kit and just repaired a tank as it crushed everything. But I'm sure you guys could figure a good balance around that issue. Anyway I know there are a ton of other details about it. I've already gone on too long, and I won't get into ranting about dimwitted hypothetical details.

Just curious, if there's any chance for a repair kit? I'd gladly give up my secondary, and even grenade slot too, (for weight?) to carry a repair kit. I'd heal mine or another's tank gladly!

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PostPosted: Wed Jun 11, 2014 2:38 am 
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I don't see why not.

If it acted like a medkit (And possibly only one point on vehicle your could repair it from).

Maybe the vehicle would be unable to move or fire if you were repairing it, or if the vehicle did do one of those, the repairing would stop.

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PostPosted: Wed Jun 11, 2014 12:21 pm 
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I'd like to see vehicle repairs too but rather as a static repair point or repair vehicle than the "medkit for vehicles" or battlefield-style blowtorch way of doing it.
This way it could also be a valuable target for the enemy/another thing for the noobs to jihad. :twisted:

Jepton wrote:
Maybe the vehicle would be unable to move or fire if you were repairing it, or if the vehicle did do one of those, the repairing would stop.

Repairing that only works if the vehicle is empty?
Seems to me like this is pretty much a given to not make repairing overpowered.
aka: repairs should not be possible in the middle of combat


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PostPosted: Wed Jun 11, 2014 3:23 pm 
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Yeah I like the idea of key points having repair stations. Obviously if your faction owns it, it functions.

I just don't know what would be more difficult to implement: map changes to place new structures. Or a kit.

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PostPosted: Wed Jun 11, 2014 5:32 pm 
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I like the repair idea and had that in mind since a while. Pasik wasn't too thrilled about it as far as I can remember.
I am not a fan of a repair station as a pure static structure. Either a repairing kit (similar to a medikit) or a radio call dropping a "repair station". Of course it shouldn't be too overpowered, so it needs to be either expensive, repair very slowly or even only repair if the vehicle is empty (in this case the AI might hijack the vehicle though, lol). Or a crate drop that expires after it repaired let's say 300 HP (1 full tank).


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PostPosted: Thu Jun 12, 2014 11:31 am 
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Hmm... And what about Repair Station being dropable via support system AND deployable like sandbags? Droping via support is more expensive but You don't need to carry it (while ruinning Your aim) and is faster than going to armory and comming back, while buying at armory and deploying manually would be slower and more risky but cheaper way of doing same job. Of course when we are talking about Repair Station I have in mind something that can be packed into backpack, not a whole building etc. ;)

Anyway - I like idea of being able to actually repair vehicles, as long as it will not be done directly on frontline and will not become OP.


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PostPosted: Thu Jun 12, 2014 2:02 pm 
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Yeah: I throw my vote behind the "Repair KIT"
I like this idea the most.
(I could see a repair kit being worth having no secondary weapon plus no grenade, if need be. I'd carry it.)
Thanks for the response. Glad to know it's been "discussed".
Here's to hopin'.

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PostPosted: Sat Jun 14, 2014 7:51 am 
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So I've been paying closer attention to situations in which the Repair Kit could be bad, as a constant item.
There are many. Because I found myself originally considering it much like most games, as a persistent item.
Like a gun... but for repair. In certain choke points and with proper cover a player or two could sit back and just heal. And against the AI you'ld be pretty much solid.

So how about make it like the Medic Kit. A one time use thing. Maybe a little "apply time" like deploying an MG.

This would also help to increase the value and use of the Armory Truck even more.
Those that wanted to repair a lot would have to give up accuracy as they would have to load their packs.
Plus the increased risk of wasted items if they get shot. (So like trying to load up on anything.)

^I also like the idea of being able to do a repair drop for more RP in an emergency, or buying one at armory for cheaper with the risk of dropping it.^

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PostPosted: Mon Oct 06, 2014 4:06 am 
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Can I re-up my own discussion again? Is that okay?

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PostPosted: Tue Oct 07, 2014 11:46 am 
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I believe vanilla has gone too far to add this sort of change at this point, but someone might be able to come up with a solution by utilizing scripts and doing
Code:
<command class='update_vehicle' id='<insert vehicle id here>' health='<insert desired health here>' />

The vehicle must not have reached 0% health when calling that with a positive health, I think, it won't become unbroken that way.

As to what mechanic would be used to achieve repairing, it would be up to you. Some examples:
- drop a specific item in vehicle item interaction point to give it more health
- collide the vehicle with a specific hitbox to give it more health.. like a pit stop? or create the hitbox with an item for a different approach
- use a medikit-like weapon to spawn a dummy vehicle or item, just to work as a signal for the script side, to locate vehicles near the event and give it/them more health
- introduce a call that heals all vehicles in a region
- etc..


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