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| Author | Topic : Repairs of Buildings, A Possible Balance | |
Lt. Pain ![]() Posts : 1510 | Posted : Friday, 31 December 2004 - 10:12 Even if a building is under attack, a certain amount of repairs can be undertaken, why not do some kind of sliding repair scale, sort of a reverse of the range penalty. | |
| Fanatic Posts : 1148 | Posted : Friday, 31 December 2004 - 10:16 This would nullify the effectiveness of catapults that aren't in a big enough stack to destroy something in one hit. I would propose an alternate possibility of allowing comms to repair 1/4 the normal amount if a building is 'under attack'. So a very large stack of comms could still repair something completely. But the normal stack sizes would only buy a turn or two of life out of the building. | |
CTDXXX ![]() Posts : 5519 | Posted : Friday, 31 December 2004 - 13:51 Or there's the 'Red Alert' approach. Send the engineer in, and sacrifice it outright in return for full repairs. Of course, this and any other suggestion needs tweaking and balancing, and imo the only item that MIGHT be worth changing right now is how we no longer have an 'under repair' mode where you can shell the building some more with ranged while desperate comms try fix it | |
| Ultima Bahamut Posts : 1274 | Posted : Friday, 31 December 2004 - 14:59 outright...if there are little to no troops near the building it should be repairable...its annoying and it kills to know that you are better then someone and a simple power shift in cats combined with horrible maps that dont leave room for defense...well like i said...if the troops are NOWHERE near the building i dont think that the repair option should be kept the way it is...and when i say near i mean 3-4 spaces | |
Requiem [R]![]() Posts : 3851 | Posted : Saturday, 1 January 2005 - 18:52 well, i dont consider 3 spaces "near". | |
Lt. Pain ![]() Posts : 1510 | Posted : Sunday, 2 January 2005 - 05:47 yer teasing us Req | |
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