In-Battle Repair
Started by Phoenix Rising, May 22 2007 09:05 PM
22 replies to this topic
#1
Posted 22 May 2007 - 09:05 PM
The first major gameplay change following the release is that of in-battle repair. With the exception of the repair satellite, any damage taken during a battle used to accumulate for the duration of the battle. Cue the support ships. Now, with the addition of the Hajen-class Fleet Tender and Modular Taskforce Cruiser, you can dedicate a portion of your fleet to patching up hull breaches. Of course, this comes at the expense of much of the firepower of an equivalent ship, but when you're facing down wings of bombers, nothing else will be more welcomed. With the only canonical image of the Hajen-class being somewhat controversial, EvilleJedi has masterfully come up with this likeness, followed by the Modular Taskforce Cruiser (with rescue module):
You can find their stats under Frigates and Battleships, respectively, in the Units section. I've also added 15 other images, mostly of the two new support ships, to the Screenshots gallery. More exciting changes coming up!
You can find their stats under Frigates and Battleships, respectively, in the Units section. I've also added 15 other images, mostly of the two new support ships, to the Screenshots gallery. More exciting changes coming up!
#12
Posted 27 May 2007 - 01:52 AM
I disabled it in the mini-mod because I couldn't get it to do upgrades. I still haven't been able to get it to do upgrades (it may be impossible), but I'll have a no-upgrade Skirmish mode in the first beta at the very least, although it will suck without upgrades.
#16
Posted 29 May 2007 - 06:28 PM
Actually - I need to get more sleep - that wouldn't be possible. The main issue is getting Skirmish to accept a story plot (such as the one that spawns heroes in vanilla). Until I can do that, tech is not an option.
I mean, I could use tech levels to some extent, but from what I've heard from other modders, the game doesn't like going past 5 (something is probably hardcoded), so there really aren't enough to use. Plus the original idea was to facilitate teamwork by allowing allies to compensate for each other's technical weaknesses by coordinating assaults together. Personally, I think that is the most intriguing aspect of the asynchronous tree, but it wouldn't really be feasible with blanket upgrades. It's just unfortunate that EaW doesn't have better multiplayer or cooperative abilities as far as GC and whatnot.
I mean, I could use tech levels to some extent, but from what I've heard from other modders, the game doesn't like going past 5 (something is probably hardcoded), so there really aren't enough to use. Plus the original idea was to facilitate teamwork by allowing allies to compensate for each other's technical weaknesses by coordinating assaults together. Personally, I think that is the most intriguing aspect of the asynchronous tree, but it wouldn't really be feasible with blanket upgrades. It's just unfortunate that EaW doesn't have better multiplayer or cooperative abilities as far as GC and whatnot.
Edited by Phoenix Rising, 29 May 2007 - 06:38 PM.
#20
Posted 03 June 2007 - 03:08 AM
Yeah, it's just a radius like the satellite; one ship at a time, except it repairs a fixed amount instead of a percentage of the hull. It's kind of assumed that there are crews out in tugs and spacesuits welding durasteel plates over hull breaches and whatnot. It can repair itself, but this really isn't overpowered because if it's repairing itself, it isn't being useful on the battlefield.
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