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tyrdaimp

Repair Vehicle Components

6 posts in this topic

I think we should have the ability to repair vehicles, using engineers.  

It would take just about as long as it would take to repair a bridge, but would be great for further teamwork on attacks or defense. 

For instance

Truck wheel = 10 repair units

Truck engine = 25 repair units

 

Tank track = 50 repair units

Tank engine = 100 repair units

Tank barrel = 75 units. 

 

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9 minutes ago, tyrdaimp said:

I think we should have the ability to repair vehicles, using engineers.  

It would take just about as long as it would take to repair a bridge, but would be great for further teamwork on attacks or defense. 

For instance

Truck wheel = 10 repair units

Truck engine = 25 repair units

 

Tank track = 50 repair units

Tank engine = 100 repair units

Tank barrel = 75 units. 

 

Uh huh.

 

No.

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33 minutes ago, Kilemall said:

Uh huh.

 

No.

Damaged tracks were a common problem in WW2. If repair crews were unable to repair them in the field, they were recovered and brought to a repair station to get repaired. 

Engines would break down and were constantly replaced. Same with gun barrels. 

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So you want to model the tank/truck recovery process?

And use combat engineers to conduct long repairs on recovered items?

That's a lot of non-combat gameplay. What percentage of customers would play it? Would CRS generate more revenue using the same development resources to add more combat gameplay instead?

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Could always just have a timer that after a certain period of time , track gets repaired after say an engineer touches it .

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Breaking tracks and gun barrels is a simulation of the limited ways that less-powerful weapons could disable, and thus effectively take out of a battle, more powerful tanks. In that regard, it's historically based, even though the users of those powerful tanks would like to be impervious. 

And, the game's play-logic depends on it. If the game contains weapons that cannot achieve even sustained disables, those weapons are no longer as playable. That breaks the logic of tier progressions, and noobs having access to only older/less powerful/lower tier weapons until they rank up.

My guess is that the proposal would not be a sensible use of limited development resources, which instead could be used toward new weapons, new combat or movement mechanics, or new map development. 

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