Back To Suggestion Box   |   Return To Forums
Forum : Suggestion Box
AuthorTopic : Repairs of Buildings, A Possible Balance
Lt. Pain Gold Member
Joined 27/04/2003
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.

If a building has enemy units within 1 hex: 0% repair, 2 hex: 10% of total possible repair, 3 hex: 33%, 4: 50%, 5: 80%, and 6+: 100% of the total possible repair.

Or something to that effect.

Fanatic
Joined 12/01/2003
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 Silver Member
Joined 19/11/2001
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
Joined 1/12/2001
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]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Saturday, 1 January 2005 - 18:52

well, i dont consider 3 spaces "near".

to me, 1 turn's movement is near.
with 10 spaces movement in 1 turn, 3 spaces is less than 1/3 of that.

but the new version does things differently anyway...

Lt. Pain Gold Member
Joined 27/04/2003
Posts : 1510

Posted : Sunday, 2 January 2005 - 05:47

yer teasing us Req

Back To Suggestion Box   |   Return To Forums