Forums » Suggestions

Repair "Missile"

Dec 01, 2004 Phaserlight link
Here's a simple suggestion:

The repair gun is exceedingly difficult to use in a combat situation since the target must hold still in order for the "Nanite Cloud" to hit. Usually by the time a player A) calls for a medic B) waits for the medic to arrive and C) holds still to be repaired, he will be destroyed or could have been long gone by running away. In short, the repair gun is a great idea but is not practical the way it's implemented now.

I would suggest creating an ammo-based repair gun that fired a "Repair Bot" that tracked the target as a smart missile, doing negative damage with no explosion when it made contact. That way the target could continue to dodge as it was taking fire while waiting for the repair bot to arrive.

The repair bot launcher could be implemented alongside the repair gun, but at a higher license level requirement. Something like 4/-/4/-/-
Dec 01, 2004 Phaserlight link
Another thought just struck me:

One more useful repair "weapon" would be a repair mine. It could function just like the lightning mines we have now, but it would do negative damage. This would set up a cool "area effect" where players could be continually repaired at a gradual rate, provided they stayed within 100m.

Make it available at something like 6/-/6/6/- ?
Dec 01, 2004 Dank link
i think a better idea than that is just the ability to hide behind asteroids.

Kinda like more real combat, if you need a medic, take cover so he can get to you safely.

If you could hid, it wouldn't be as bad to stay still. Make it more fun, I'd reckon.

(I know the asteroid hiding bit was already suggested, I was merely referring to it)
Dec 02, 2004 Soltis link
In team situations, it would be cool to have to work together to distract the enemy from finishing off a wounded comrade so they could slink off behind some roid, where they could be repaired by a medic...
Dec 02, 2004 Viper2560 link
yeah but the thing thats wrong with that is that alot of people arnt gunna stray from their almost dead target. seriously nobody's gunna get srayed if they want to kill someone.
Dec 02, 2004 Beolach link
Maybe not, Viper2560, but that's not necessarily to their advantage to do that. I've been shot in the back & died after killing an oponnent. If I hadn't stayed locked on the one target, I might have had a better chance at surviving... of course, so would my first target.
Dec 02, 2004 harvestmouse link
I kinda like the repair mine idea. staying within 100m of the mine isn't all that easy if you're fighting. and enemies could neutralize your repair mine by (1) blowing it up (2) placing a lightning mine nearby, so you can't approach the area.
Jul 23, 2005 Phaserlight link
*bump*

In a recent thread, someone mentioned having leviathan "dungeons" would not be a good idea because there are no good weapons for repairing as you go. Well... voila. Medics rejoice!
Jul 23, 2005 Lord Q link
i definately like the idea of a repair mine
Jul 25, 2005 Phaserlight link
Or how about a repair beam just like the mining beam? It would gradually heal your target at a cost to energy provided you stayed within 100m.
Jul 25, 2005 johnhawl218 link
Ok, from someone who's spent time in combat repairing people it's not that bad to try and heal with the current weapon. If anything it just makes you that much better at using the charged cannon, which if used well is very powerful.

I do agree though that the weapon as it is not is not the most effective approach. My vote is for the Repair Beam. Give it a range of 300m and a repair rate of 60pt/sec MKI red beam | 75pt/sec MKII blue beam.

There is an advantage though to the shot vs the beam. The beam will do slow steady increase over time. While the burst of nanites works instantly from 400pt to 3400pt. For a light fighter, that can make a victory or a defeat.

I also like the idea of the mine that has a healing radious, though it would have to have a predetermined amount of pt's that it could heal before it was exhausted of nanites.

Which leads me to another repair idea that was suggested and worth mentioning again. Why is it that the repair gun/beam requires ammo. Couldn't it instead be in fact a nanite factory, in which you simply had to keep a stash of scrap metal or premium ore in your cargo hold to continue to produce nanites. In which case repairing becomes much more easy since you can collect the scrap metal from NPC traders or bring a beam and mine some local rocks, or have someone just drop some cargo for you when you are running low.