Varying Tank Health
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LeoBloom.
- Posts: 138
- Joined: 2007-03-02 04:40
Varying Tank Health
I've come up with an interesting idea (it's interesting to me at least), but I don't know if its been suggested before and I've searched through the already suggested list. Basically, you've probably been in situations where you Heavy AT a tank and it moves back behind the hill and its engineer repairs it full health so all you end up doing is keeping the tank at bay. What I am suggesting is to have two variables, current tank health, and max tank health. The max tank health would be lowered everytime the tank takes a hit and the engineer can only repair the tank up to its max tank health
Hypothetical situation
Max: 100%
Current: 100%
Tank takes Heavy AT hit
Max: 90%
Current: 75%
Engineer repairs tank
Max: 90%
Current: 90%
and so on until tank is beyond repair.
What do you all think? I don't believe this is the current system implemented and am sorry if it has been suggested before.
Hypothetical situation
Max: 100%
Current: 100%
Tank takes Heavy AT hit
Max: 90%
Current: 75%
Engineer repairs tank
Max: 90%
Current: 90%
and so on until tank is beyond repair.
What do you all think? I don't believe this is the current system implemented and am sorry if it has been suggested before.
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
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Sgt_Canadian_Floss
- Posts: 260
- Joined: 2007-09-16 15:11
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Rafterman1987
- Posts: 11
- Joined: 2007-10-11 21:17
Somewhat agree. Cept I wouldn't go as far as to say scrap engineer. They are still great at bunker building and mine laying. Just scrap field vehicle repair. The general idea of driving any vehicle is not to get shotyoum0nt wrote:Or we can just scrap the engineer kit all together![]()
Maybe a repair bay back at base would be a better way to go. Maybe make something the engy can hop into back at base that doesnt move that can fix tanks. Just an idea.
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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44
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Silvarius2000
- Posts: 135
- Joined: 2006-06-23 08:14
IMHO when engineers repair vehicles in a game of PR they are effectively doing field repairs. Field repairs entails laying patches of armour over breached armour, replacing tracks, and other less complex tasks. Then there are vehicles that are damaged beyond repair which would involve bent tank barrels, destroyed turbine engine, electronics and so on.
What I'm suggesting is that its not entirely illogical to scrap the engineer. Perhaps have it as a specialty class or a vehicle request. Repairs are NOT easy and fast to do in the field.
PS: forgot to mention I do like the OP's idea
What I'm suggesting is that its not entirely illogical to scrap the engineer. Perhaps have it as a specialty class or a vehicle request. Repairs are NOT easy and fast to do in the field.
PS: forgot to mention I do like the OP's idea
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Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
There was an engi idea I liked the sound of a while back; replace the wrench (or limit it to assets) with spare parts (modelled as say a toolkit), identical to the field dressings but which repair armour. To compensate for the infinite ammo sources constantly resupplying, give them an insane reload time ( >1min/kit) but a good (60-70%) repair amount.
Tank: 100%
Tank hit by HAT: 25%
Toolkit used by an engi: 85%
It may not be the most realistic that repairs happen instantly but it's better than the current system.
Another method would be to emulate the Rifleman ammo bags, but dealing repair so that as long as an engineer is within 10m of the bag, it will repair 1% of a tank/second for 60 seconds, then need an excessive reload time from an ammo source. That way you'd get the limited repair capacity, the engi would have to be protected (no engi in vicinity of toolkit = no repairs) and you wouldn't have people camping hills forever more.
Tank: 100%
Tank hit by HAT: 25%
Toolkit used by an engi: 85%
It may not be the most realistic that repairs happen instantly but it's better than the current system.
Another method would be to emulate the Rifleman ammo bags, but dealing repair so that as long as an engineer is within 10m of the bag, it will repair 1% of a tank/second for 60 seconds, then need an excessive reload time from an ammo source. That way you'd get the limited repair capacity, the engi would have to be protected (no engi in vicinity of toolkit = no repairs) and you wouldn't have people camping hills forever more.
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
so mybe give the engineer the 'crewman wrench' that would mean that, yes it would still repair to full health, but it would take longer, simulating the long time it takes to do field repairsAnRK wrote:The wrench is capable of having a reload time though, ala vBF2.
wat u think?
PS: like OP and Harrods idea


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Doc_Frank
- Posts: 246
- Joined: 2007-03-12 21:13
Migh be overcomplicating, but how about this:
1) Take the wrench away from the Combat Enginner and the ability to drive the supply SUV. Instead let them have some extra explosives.
2) Introduce the Repairman Engineer class with knife, sapper, rifle/SMG, smoke grenade, wrench with limited "ammo" and the binoculars. (or anything better)
1) Take the wrench away from the Combat Enginner and the ability to drive the supply SUV. Instead let them have some extra explosives.
2) Introduce the Repairman Engineer class with knife, sapper, rifle/SMG, smoke grenade, wrench with limited "ammo" and the binoculars. (or anything better)
"The torture never stops."

