You can repair naval units at naval yards.
MO3.0 Feedback // SUGGESTIONS
#2681
Posted 11 August 2016 - 02:47 PM
#2682
Posted 11 August 2016 - 02:50 PM
You can repair naval units at naval yards.
But it would be better to create an aura? Repair units individually is something that does not work well in the case of structures.
(The only problem may be to restrict the repair only for naval units, not to other amphibious units for example).
Edited by edumm, 11 August 2016 - 02:52 PM.
#2683
Posted 11 August 2016 - 03:01 PM
Thats why you dont stop on building a single naval yard. 3 at least is good enough to repair multiple units.
#2684
Posted 11 August 2016 - 03:11 PM
Thats why you dont stop on building a single naval yard. 3 at least is good enough to repair multiple units.
I thought about 3 navalyards with auras.
It would be a major advantage for the player who defends himself to be defending in the coverage of an aura for example, so the attacking player would have more difficulty to the controlling the seas and destroy all shipyards (the problem of Yuri's Revenge is that after you lose control of the seas you almost lose the game depending of the map).
#2685
Posted 11 August 2016 - 07:25 PM
He yeah thats a good idea. Make the navy yards like the soviet crane, with a repair aura.
We've already done away with service depots, right?
#2686
Posted 11 August 2016 - 08:24 PM
I actually like how it was done in TI: each faction have mobile repair units which repair for free but slowly, and a repair bay where you have to pay but in return you can repair units much faster. Why it is not a thing in MO?
#2687
Posted 11 August 2016 - 10:59 PM
Ehrm, might as well ask this suggestion, but I'm not sure if its possible to implement:
Could you make the Drakuv actually tranquilize soldiers so they become immobile and unable to attack, and then the Drakuv can drive over to the soldiers to load them into itself? Right now, the Drakuv uses a beam weapon to teleport the soldier inside of itself, and thats not cool.
The Drakuv voxel itself has these gunports on it, but they're going to waste right now. This friggin beam weapon is fired from the front only. Instead of the beam weapon, make those gunports shoot non lethal, thick projectiles that stun infantry. ROF still slow, cause, one shot will stun soldier, and the soldier will only lose a little bit of health.
Stunned infantry are like tanks that have been EMP'd. They're only stunned for so long. The Drakuv needs to once again attack the stunned soldier quickly, only soldiers that are stunned get attacked by the Drakuv's next weapon, the abduction weapon. Make the abduction weapon 1 range, so the Drakuv has to be 1 in-game cell adjacent to the target in order to use the "weapon". Thats where the Drakuv scoops up the prisoner! Now THAT is cool.
But yeah, not sure if this is possible. The Drakuv already has two weapons. Maybe you can incorporate the abduction into the grinder weapon. This will give the Drakuv the melee range it needs to make the unit look realistic in that, its driving over to pick up the prisoner like you'd think it would.
Edited by DoMiNaNt_HuNtEr, 11 August 2016 - 11:28 PM.
#2688
Posted 14 August 2016 - 11:27 PM
A crowbar sigil for hijacking units?
Infinitive absence.
#2689
Posted 15 August 2016 - 01:02 AM
Speaking of which, why Allies don't have it anymore? Since 3.0 they have to tinker with IFVs to repair their stuff, which requires more actions and takes more time.
I actually like how it was done in TI: each faction have mobile repair units which repair for free but slowly, and a repair bay where you have to pay but in return you can repair units much faster. Why it is not a thing in MO?
Service Depots "slowed" the game down so they were scrapped. Soviets have the Repair Crane since they don't readily have Repair Drones (Available only through a Support Power) unlike the Engineer Combos Allies and Epsilon have.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#2690
Posted 16 August 2016 - 11:50 PM
^^ Might as well do the same thing to all Navy Yards. In order to speed up the game, make them auto repair ships just as the Repair Crane does tanks.
#2691
Posted 17 August 2016 - 06:24 AM
Players could abuse that to repair their vechicles by placing their naval yards very close to the shore. Repair radius would be also on land. You can connect the dots.
#2692
Posted 17 August 2016 - 08:12 AM
Though I'm afraid adding this to Yuri's shipyard will result in very strong defence capabilities, when a player can just have a bunch of piranhas near the shipyard and it will be very hard to kill them because of constant AoE healing.
#2693
Posted 17 August 2016 - 12:01 PM
One option would be remove the Naval Shipyard repair option and add a second naval structure called "Naval Crane" for each faction, thus each faction have two naval structures to be made (one for the production of naval units and another for repair). It would be interesting in terms of gameplay because the player would need to invest in this structure also in order to repair its naval fleet.
The counter of this would be the extra work to make new structures...
#2694
Posted 18 August 2016 - 01:15 AM
As for the healing you could have it in longer intervals much like the Drakuv's Healing Ring. As said you can use Ares to add custom armors which could let you make the healing animations only affect naval units or the other way.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#2695
Posted 07 September 2016 - 01:30 AM
Uh, I forgot, are Dogfights still a thing? In flight My Foxtrots can reck your harriers? Or harriers taking out those damn blimps?
#2696
Posted 07 September 2016 - 12:37 PM
#2697
Posted 07 September 2016 - 07:26 PM
Fair enough.
Now...
BRING BACK THE FUCKING SLAVE MINER! And then enhance it with Mental Omega powers! (too balance it and shit, obviously)
Edited by DoMiNaNt_HuNtEr, 07 September 2016 - 07:27 PM.
#2698
Posted 07 September 2016 - 07:56 PM
But would it still be OP even if it is a late game support power deployed unit (Plugged Pandora or Cloning Vats tier)?
because that is probably the best way to balance it that i can think of.
>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<
#2699
Posted 07 September 2016 - 09:27 PM
Bring back Apocalypse tank as a regular unit. :V
#2700
Posted 07 September 2016 - 11:10 PM
>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<
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