Forums » Suggestions

New RepGun

Aug 28, 2009 vIsitor link
Figured this would be a neat idea. Those [EMS] guys have been pining for more equipment for ages. I figure give this to Aeolus and require an ungodly amount of standing (that faction needs more toys).

Mini Repair Module
Port: Small
Ammo: 20
Repair: 200pt-1700pt
Velocity: 200m/s
Charge: 60pt/s
Mass: 1200kg
Level: 4/4/2/-/-
Aug 28, 2009 elvis777 link
I for one, agree with this idea! What a great way to breathe new life into the unregarded "mechanicorps", be them Guildees or Independents.

Miners have better tech than those that fix yer sorry butts!!!
Aug 28, 2009 Snax_28 link
The idea isn't bad, but I think your numbers are pretty rough (maybe not, I'm not coming from the most recently informed position).

Anyway, to break it down (only those that I think have actual effect on gameplay).

Ammo: Less than the MK II
Repair: Half that of the MK II
Charge: Same as the MKI
Mass: Half the current offerings

Given that I've never filled a mechanical role in any combat I've ever played a role in I may be off base, but... it would seem to me that weight loss would not be worth the massive hit in ability to actually repair damage. The time needed to reload would most likely negate any side effects that getting popped, re-outfitting, and return to the fray, would produce.

Right now (based on the MKII):

Min-repair: 12,000
Max-repair: 102,000

Proposed:

Min-repair: 4000
Max-repair: 34,000

That is quite a hit to the actual ability to repair ships in combat. Roughly a 66% loss in efficiency (not taking into account the time/charge, I'm not sure how to work that in).
Aug 28, 2009 MythOpus link
I've never really understood why the repair guns were implemented as an ammo-based weapon. I think they should behave similarly to mining beams. You target a ship and get within repair gun range. When you activate the repair gun, it sends out a stream of energy/nano-bots that repair the target ship. If the ship strays outside of range, the repair gun turns off.

The repair gun would obviously take energy to use and it would be slowly drained from the battery at a rate that is slightly higher than the fast-charge cells recharge rate, so that infinite repairing won't be possible, at least until the player waits until their energy is back up.

Ammo-based or not though, a new repair gun is definitely needed.
Aug 28, 2009 Kierky link
Problem: if the Repair beam could repair players, you can target yourself.

A fix to some of this is to implement a high drain of energy for it, and the longer that range, the weaker the beam.
Aug 28, 2009 Death Jr. link
First off, hoorah! I completely agree with new techs (as long as they aren't the really spammable ones that suddenly everyone's piloting and 'cheating' with), especially for us mechs. Mech Tech ftw!

I myself would actually quite prefer keeping the same system we currently have, surprisingly.

This (beams) would make repairing waaay too easy, taking some of the thrill out of it.

Though having a larger supply of ammo would be VERY nice, imo... but I'd still like to have ammo, otherwise two medics could stay in a sector together, working a mission, and nevar evar have to worry about dying (unless they are suckish runners).

And a few summed up points;
-Faster shot speed
-Clearer A/A (sometimes it is hard to tell if your shot is aimed at the guy, because there is no distinction as to the cutoff of the A/A)
-Specialized Repair Ship (a ship that would be senseless to use for any other purpose than for repairing stuffs... ALSO, perhaps it could even have a turret so a second medic could man a repair turret... kinda cool, huh?)

Yah.
Aug 28, 2009 vIsitor link
I deliberately gimped the stats because its a smaller, lighter variant. Even if they don't come into mainstream use, they'd at least expand the range of potential repair craft. Also, the fact that they're in a different port means they can be stacked with existing variants (I imagine the RepNarok would become very popular with [EMS]).

Still, I'll consider tweaking the stats a bit.

[EDIT]

If the repair was upped to 300-2550, then the weapon would have precisely half of the maximum repair capacity of its larger cousins. Would that do?
Aug 29, 2009 Kierky link
Is this the one that was implemented?
Aug 29, 2009 vIsitor link
I would assume so. There haven't been any other Aeolus repair guns suggested lately to my knowledge.

Was rather fast out of the gate. =^)
Aug 29, 2009 incarnate link
It's 300-2200, aside from that it's the same.