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Vehicle Repairs

Discussion in 'General Discussion' started by Nyuklehead, May 18, 2014.

  1. Aritol Aritol Prefectus

    Parts of the Vehicle should be always repair able ( Tracks, Guns, Turrets ) But the Health of the Tank itself...only partial. Sets say a rino has 6 Health Blocks , it one is damaged it can be repaird, but if the damge is great enough it grays out that bar and the max health becomes 5. And so on. The only Place to repair it to full would be in a Base, where the right Rituals can be used.
    bossaroo likes this.
  2. I feel like it would act like it does on TT, if a certain part of the vehicle is destroyed then it is nonoperational until repaired.
  3. Sorantam SpiritofRock Subordinate

    To make a balanced system I suppose you'd really need to take into account a few things:

    • How easy is it for vehicles to kill people?
    • How easy is it to kill people repairing the vehicle? Can they do a Battlefield 'instantly teleport into the tank wreck you with a side gun' stunt? Can they be killed from the opposite side of the vehicle via splash damage?
    • What kind of range does the vehicle operate best at?
    Now seeing as EC is supposedly going to be focussed on closer-range infantry battles I'd hope vehicles are mainly supportive in nature, providing cover for allies as they roll up the field and suppressing the enemy with high-splash low-damage ordnance and tons of boolets as opposed to being explosive sniper stations or insta-gib machines that can be healed indefinitely. I'd want them to take a more pro-active frontline role.

    If that was the case then perhaps a more lenient repair system would be called for so that vehicles can actually push through enemy lines and make space without being instantly destroyed; however, if they are going to be powerful enough to kill droves of infantry very quickly, then the repair kit system may be better.

    Something like a reduction in overall tank health % after each repair; repair kits are applied like bandages in other games, where if the tank suffers any damage before X seconds have passed the repair is interrupted and the tank effectively regains nothing, and a loss in accuracy (especially long-range accuracy)/speed/power as the vehicle becomes more damaged. That way they can still be a valuable asset in driving through a well-fortified position by getting a lot of kills, but it's ultimately a short-term asset which WILL be destroyed - it's down to the players to make sure the vehicle takes down enough enemies to justify its requisition cost.
    Nyuklehead likes this.
  4. Atif Recruit

    Car repairing and maintenance can be done with repair kit but tanks are good enough to destroy them all.
  5. Agreed. All they need to do is decrease turret turn speed, vehicle acceleration and turn speed. Simple solutions that would add a lot to the ambiance/experience.
  6. On the TT a Techmarine has to choose between restoring/patching a damaged weapon, tracks/engines, or the superstructure of a vehicle.
    The more damage there is the longer it takes to repair just one of these, but an upgrade to a Servo-Harness or Servitors equipped with tools speed up the repair.

    But I don't believe they can repair the actual armour as it is a composite. Maybe patch it as a field-repair but not a full repair.


    Considering that Techmarines won't be in EC for a while, the crew of SM vehicles should upgrade to have repair kits to do the repairs. These kits, though plentiful, should be limited in how many can be carried plus they should take longer than a Techmarine would.

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