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Feedback and Suggestions / Re: Design Paradigm, Game balance, and Gunner vs Engineer.
« on: May 27, 2014, 05:56:02 am »
I know passive skills aren't the desired idea, and this may have been suggested elsewhere, but what if gunners repaired weapons automatically when using them. I'm not suggesting that it works continually, but only when the gun is being reloaded. Obviously some weapons have higher hit points than others and finding a good balance on the amount repaired would require testing.
Just for example purpose, say gunner autoheals... 20 hp per .5 seconds while the gun is reloading. This means on Gatlin guns, you would heal very little, but on say, the Hwachi Rockey launcher (about 8 seconds reload) you could heal a respectable amount (and those things take a long time to fix because of their high hit points when you have to hop off.)
As I said, the numbers would need tweaking and it would have to be determined if it's on ongoing effect, meaning it occurs each time unit you are on the gun while it's reloading or if you could actually start reloading and jump off to boost the repair with tools as long as you can hop back on before the reload is complete (similar to how loading special ammo works now, just as long as you're in place before that last click). With this method, the game would just determine the total reload time and if the gunner was in place just assign the repair points.
The second methods a bit abusable since an engineer or anyone could just set a gun to reload and as long as a gunner hopped in the seat in time it would be a free boost of repair. Better in my opinion to have it cycle during the reload process only when a gunner is manning it.
I think this would be a fair buff without stepping on engineers' toes or overshadowing their talents. Certainly if flying around without enemies nearby you could start reloading and thus repair the weapon but unlike a constant auto repair, there are actually times when you get caught with your pants down while reloading when an enemy comes out of nowhere and your pilot is yelling, 'Take the shot!' and you just have to sit and wait out the 6 seconds.
Also, it won't stop the need for helpful engineers since it has no effect on fixing destroyed weapons or being knocked off a gun with more than 8 fire charges.
Just for example purpose, say gunner autoheals... 20 hp per .5 seconds while the gun is reloading. This means on Gatlin guns, you would heal very little, but on say, the Hwachi Rockey launcher (about 8 seconds reload) you could heal a respectable amount (and those things take a long time to fix because of their high hit points when you have to hop off.)
As I said, the numbers would need tweaking and it would have to be determined if it's on ongoing effect, meaning it occurs each time unit you are on the gun while it's reloading or if you could actually start reloading and jump off to boost the repair with tools as long as you can hop back on before the reload is complete (similar to how loading special ammo works now, just as long as you're in place before that last click). With this method, the game would just determine the total reload time and if the gunner was in place just assign the repair points.
The second methods a bit abusable since an engineer or anyone could just set a gun to reload and as long as a gunner hopped in the seat in time it would be a free boost of repair. Better in my opinion to have it cycle during the reload process only when a gunner is manning it.
I think this would be a fair buff without stepping on engineers' toes or overshadowing their talents. Certainly if flying around without enemies nearby you could start reloading and thus repair the weapon but unlike a constant auto repair, there are actually times when you get caught with your pants down while reloading when an enemy comes out of nowhere and your pilot is yelling, 'Take the shot!' and you just have to sit and wait out the 6 seconds.
Also, it won't stop the need for helpful engineers since it has no effect on fixing destroyed weapons or being knocked off a gun with more than 8 fire charges.