suggestion on repair station: resurrected

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fatcat3359
Posts: 57
Joined: 2008-01-03 11:23

field repair suggestion

Post by fatcat3359 »

I believe that is highly unrealistic to get vehicles repaired from repair station dropped by com truck. It's same level of unrealism as in previous versions combat engineer could
repair almost destroyed tank with just a wrench.

So i would suggest this:

Combat engineer can repair vehicles with wrench, if there is dropped repair station and supply crate close around.


this should bring lot of realism into gameplay:
1/you need to have heavy tools, welder, some spare parts, etc. all this equipment
would be simulated by repair station perhaps with supply crate
2/you need to have someone who will repair that vehicle, and of course it can't be random guy, but specialist, that's simulated with presence of combat engineer - limited class.
3/also as already suggested let's add repair station to transport chopper or create a new chopper class - repair chopper 2 seats, 1 crate and repair station.



coz these days you can see com trucks crusing kashan and droping repair station and
tanks getting magically repaired with no worker around. I would say that pervious
version was bit more realistic when you had specialised squads of two enginers cruising battlefied and giving repairs to armor. But as i said before not realy realistic to fix tank with wrench only, but still more realistic than way how it is in 0.86
Last edited by fatcat3359 on 2009-08-04 08:47, edited 1 time in total.
DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Re: field repair suggestion

Post by DannyIMK »

nice idea, but then there should be more engineers, i don't think that 2 engineers are enough
wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: field repair suggestion

Post by wookimonsta »

2 engineers are enough. if the engineers stay behind and wait to be brought to the front rather than running around the frontline
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: field repair suggestion

Post by snooggums »

wookimonsta wrote:2 engineers are enough. if the engineers stay behind and wait to be brought to the front rather than running around the frontline
That would be great with over 32 players on each team but when you spare even a few people back at base for support the front lines get more and more barren. Plus the Engie becomes the repairman and the mines/C4 will never get used because two wrenches would fix the vehicles much faster so they would be used in pairs.

But, if we made it so that crewmen had a wrench that could only be used for repair while a repair station was nearby they could be the ones doing the work. There would need to be a max repair speed so you don't have a repair mob, say two max wrenches have any effect. The support guys could drop the repair station like now and the crew could hop out to repair them selves.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: field repair suggestion

Post by HAAN4 »

Anyway, put 4 Eginer kits. this is necessary, and they will also need to operate whicht Suply trunk. also, put to the armor reload they weopows when repair like this.

nice ideia.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: field repair suggestion

Post by burghUK »

4 engis would be nice. I would also suggest that only engineers can drive logistics truck and build firebases defences so that we have dedicated 4 man squads for building and supply support.
fatcat3359
Posts: 57
Joined: 2008-01-03 11:23

suggestion on repair station: resurrected

Post by fatcat3359 »

some time ago i've suggested this idea, because i still believe that this is good idea i would like resurrect my original idea:

Background
I believe that is highly unrealistic to gets vehicles repaired from repair station dropped by command truck in the middle of field. Lot of times this can be seen perhaps on Kashan, damaged tanks north of map and one guy with supply truck droping repair station and then leaving them alone and tanks getting magically repaired with no engineer around.
It's same level of unrealism as in previous versions, when combat engineer could repair almost destroyed tank with just a wrench.


Suggestion
Any vehicle can be repaired by combat enginer using his wrench if there is dropped repair station close by.
Optionally it could require a supply box.


Story behind idea
this should bring lot of realism into gameplay. As for repairs of vehicles you need propper tools, like welder dropped by com truck, also you need specialist engineer, not everyone in the fields can do it, which is simulated by limited class "combat engineer"
and also optional add-on you need to have a source of spare parts - supply crate
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: suggestion on repair station: resurrected

Post by USA-Forever932 »

Hmm, sounds like a much better simulation of field repairs. However, it takes away the combat engineer kit from the role of C4 and mines. I do however prefer this situation where crewmen can use their wrenches on vehicles in the radius of a repair station. AFAIK, crews do have to make field repairs to their vehicles and due to the absence of dedicated recovery vehicles, I believe this would be the best way currently to simulate that. Sadly though, taking the combat engineer kit away would be very detrimental to a team which uses it well and makes the process of recovery very difficult for tankers out there.
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: suggestion on repair station: resurrected

Post by Boris.T.Spider »

How about a Combat Engineer Lite on RMB kit selection, from a separate pool of 4 kits? No C4, no mines, just a SMG, wrench, shovel. Would also solve some of the problems with stolen engies on ins mode.
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: suggestion on repair station: resurrected

Post by USA-Forever932 »

I think it should be the other way around. Put the "LITE" one forward and have the one with c4 and mines hidden by the RMB.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: suggestion on repair station: resurrected

Post by Rudd »

Boris.T.Spider wrote:How about a Combat Engineer Lite on RMB kit selection, from a separate pool of 4 kits? No C4, no mines, just a SMG, wrench, shovel. Would also solve some of the problems with stolen engies on ins mode.
thats an interesting idea, minus the SMG :P

maybe this engineer kit could be allowed on the 50cals, so its easier for the tanks to carry repairs with them, but it would have to be super slow repairs, so that using the logistic vehicle has more benefit - i.e. teamwork = more reward.

using the repair station ingame is fine imo since we only have 32 players
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Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: suggestion on repair station: resurrected

Post by Bufl4x »

Couldn't the crewman kit do it? Something basic like changing the track or whatever non fatal damage there is, i feel the crew would be trained how to fix it.
Needing a repair and a supply crate and a crewman with a wrench and pistol instead of smg (right click on crewman), this would be very useful. And while there, make the supply crate reload some tank shells too, say 5/crate?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: suggestion on repair station: resurrected

Post by killonsight95 »

using phython i think the orignal suggestion would be very good, thus givng more use to a logi squad.
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: suggestion on repair station: resurrected

Post by Boris.T.Spider »

The crewman used to do it, IIRC they had a less potent wrench than the engy so they could untrack, but it was uneconomical to do a full repair with it. Also, I didnt want to say SMG, but whatever the short version of the rifles are that each faction uses, for MEC, just happens to be a SMG.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: suggestion on repair station: resurrected

Post by boilerrat »

USA-Forever932 wrote:Hmm, sounds like a much better simulation of field repairs. However, it takes away the combat engineer kit from the role of C4 and mines. I do however prefer this situation where crewmen can use their wrenches on vehicles in the radius of a repair station. AFAIK, crews do have to make field repairs to their vehicles and due to the absence of dedicated recovery vehicles, I believe this would be the best way currently to simulate that. Sadly though, taking the combat engineer kit away would be very detrimental to a team which uses it well and makes the process of recovery very difficult for tankers out there.
Who actually puts down mines and C4? That kit is rarely used.
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deadlie1
Posts: 22
Joined: 2007-11-21 14:16

Re: suggestion on repair station: resurrected

Post by deadlie1 »

Great Idea,but what you are proposing means even fewer infantry on the flags. Thats exactly what we dont need. Hard enough to get the ridge fobs and armor crews to concentrate on capping flags; not to mention the jet squad, helo squad, sniper squad, lb squad, and of course the apc squad.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: suggestion on repair station: resurrected

Post by Dev1200 »

One less person actually doing something on the battlefield =\

Stop thinking literally with PR. Only 32 people can be on one team at a time. Something as insignificant as repairs is simulated by the repair station. The same way vehicles "Auto Rearm/repair" when they're at a Supply Depot / Heli Pad / Runway.
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: suggestion on repair station: resurrected

Post by rushn »

all for crewrepairs~!!!
Kaurava
Posts: 49
Joined: 2010-01-27 18:10

Re: suggestion on repair station: resurrected

Post by Kaurava »

Dev1200 wrote:One less person actually doing something on the battlefield =\

Stop thinking literally with PR. Only 32 people can be on one team at a time. Something as insignificant as repairs is simulated by the repair station. The same way vehicles "Auto Rearm/repair" when they're at a Supply Depot / Heli Pad / Runway.
Repairing a damaged MBT is far from being insignificant. Also, the supply depots and helipads are base assets, we're talking about field repairs, which are carried too simply on such heavy vehicles.
Oh, and if the crewmen are the ones repairing like suggested, it doesn't equal to "One less person actually doing something" but more to "crewmen actually taking care of their vehicles other than gunning stuff down and driving from A to B".
Last edited by Kaurava on 2010-07-08 07:02, edited 1 time in total.
Reason: typo
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Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: suggestion on repair station: resurrected

Post by Silly_Savage »

In my opinion, the crewman kit should be given back its wrench.

However, the ability to use the wrench should be restricted unless there is a repair crate nearby. This would simulate a crewman using the supplies available from the crate to make minor field repairs to their vehicle to get it back into a functional state. The crate would auto-destruct as it does now when it reaches its limit, requiring you to deploy another one to continue repairs.

As I see it, it should take a very long time to repair a vehicle in the field. This would promote a quick fix-up to deal with any life-threatening damages followed up by a trip back to base to finish up the repairs. It would also make it highly impractical to attempt and fully repair a vehicle in the field whilst you're still vulnerable to enemy attacks.

As it stands right now, a logistics truck rushes over to a vehicle in need of repairs, shits out a repair crate, and then hauls *** back the way it came. Throughout the whole process, the crewmembers of the damaged vehicle are usually seen still fighting the enemy rather than seeking refuge.

By making the crewmembers disembark to make repairs, you're putting them at a higher risk of being killed while preventing them from using their damaged vehicle in the hopes of killing the enemy before being killed themselves. This encourages withdrawing to a safe location to make on-site repairs before returning to base to finish it off.

One of the tips that scroll by the bottom of your screen while a map is loading even states how field repairs shouldn't be conducted in the middle of combat, but rather in a safe and secure environment.

CONS:
  • How easily would it be to repair vehicles that do not need a crewman kit to operate them?
PROS:
  • Encourages crewmembers to fall back to a secure environment for quick field repairs before returning to base to fully repair.
I'm sure there's more I could mention and I may go ahead and edit this post later on, but I'd like to know what you all think.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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