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Varying Tank Health
Posted: 2007-10-24 21:41
by LeoBloom.
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.
Posted: 2007-10-24 21:45
by Jaymz
Not too bad mate. Would kind of simulate that the engineer is getting it operational again as opposed to magically making it brand new. I have no idea if this is possible though.
Posted: 2007-10-24 21:45
by Simmage
THAT is insanely good! Adds a sense of stress to the battlefield, you tank isn't invincible and it would end the days of a tank camping a hill with a repair truck forever!
DO IT!!!!
Posted: 2007-10-24 21:45
by Xander[nl]
I like it, if its possbile to code though. Realistic anyway, since engineer wont have unlimited spare parts with him..
Posted: 2007-10-24 21:46
by dbzao
Sorry, not possible.
Posted: 2007-10-24 21:48
by Simmage
Not... possible...?

Posted: 2007-10-24 21:49
by Jaymz
If anyone would know it would be db.....

, it's always the good ones.....
On the bright side this does open up debate as to whether or not the engineer should have limited repair...
Posted: 2007-10-24 22:22
by Sgt_Canadian_Floss
We should use the wrench only for commander assets and buildings.
Spare parts should be used with vehicules (those spare parts are limited, but can be resuppliyed)
Posted: 2007-10-24 23:54
by Simmage
You could have it that the Wrench has ammunition, and you have to go and get a NEW wrench or more ammo for it. It would make it a little more fair.
Posted: 2007-10-25 00:28
by youm0nt
Or we can just scrap the engineer kit all together

Posted: 2007-10-25 00:55
by Rafterman1987
youm0nt wrote:Or we can just scrap the engineer kit all together
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 shot
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.
Posted: 2007-10-25 02:28
by DavidP
No dont scrap engy! Limit his wrench repair and let the shovel fix bridges/buildings.
Posted: 2007-10-25 04:12
by Heliocentric
when you cant repair them? you highlight the issue that they respawn.
Not a steady flow of reinforcements, but units that only apear when others fall.
To me, worse than any repairs.
Posted: 2007-10-25 05:40
by Silvarius2000
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
Posted: 2007-10-25 11:42
by AnRK
Yeah I like the limiting idea, but I'd only want it with some kinda field repair station thing as has been suggested.
Posted: 2007-10-25 11:47
by Harrod200
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.
Posted: 2007-10-25 11:53
by AnRK
The wrench is capable of having a reload time though, ala vBF2.
Posted: 2007-10-25 12:25
by G.Drew
AnRK wrote:The wrench is capable of having a reload time though, ala vBF2.
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 repairs
wat u think?
PS: like OP and Harrods idea
Posted: 2007-10-25 13:21
by Doc_Frank
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)
what
Posted: 2007-10-25 13:26
by MikeDude
[R-DEV]dbzao wrote:Sorry, not possible.
not possible? why not. i think if you got good scripters it would be possible.. just make two health meters. one witch you can fill up by repairing and the other you can't fill up