You misunderstand me QS, I support your idea fully.
I just dont see why we should need another tactic when there is already a repair one in the game (and a new one being added as well). If we want to config an RP-style medic instead of the currently required combat-based ones and activate it into the CR chamber instead of a mission occasionally, how does that deviate from your original suggestion?
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I'm all for Tammuz's idea and congrats on the post milestone!
But for those of us who weren't around, what's the team base idea?
But for those of us who weren't around, what's the team base idea?

- Uncrazzimatic
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Uncrazzimatic wrote:I'm all for Tammuz's idea and congrats on the post milestone!
But for those of us who weren't around, what's the team base idea?
The idea was for every team to have a "base" which would be upgradeable with better CR chambers, additional quarters, larger armory, etc. It would really be the next logical step after v2, which will introduce territories and such.
Hypotherically, once we have the map dynamic established, we could start looking into the possibility of having players establish a team HQ in a particular territory. The HQ would be upgradeable and such, but potentially have more importance to the game as a whole, as they would provide bonuses to the territory or even, specific obstacles to invaders.
Imagine if the Decepticons had to actually overrun Autobot bases to capture Iacon, in missions that would pit a con team against all the inactive bots in a target base.
I just see this as one possible evolution of v2.
Don't misunderstand me though - it's not in the planning at all - there are other things to deal with before returning to flights of fancy.
Anyway, it seems like the "Repair Arena" would be the easiest to code, just copy the arena program and make some changes - instead of Bot/Con it would be Repairer/Casualty, instead of ending when a character reaches 0% health, it would end when the casualty reaches 100% health. I'm not a computer person though so I don't know how easy it would actually be.
To discourage players from abusing it, the time it would take would actually depend on the capabilities of the medic as well as the severity of the wounds - so if you get a damn good medic you could be out in 20min, but if you get a total n00b it could take 2hrs. So there would be either a lot of gambling or faction communication involved.
Another possibility, which I'm almost certain has been mentioned before, is to have the CR chamber's time influenced by a bot's Endurance stat. Say 5% off your CR time for every point of Endurance you have. The exploit there would be people resetting and reconfiguring before and after the CR chamber.
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Caelus, the length of time saved by resetting your bot to 10 End and then resetting it back to what it was is probably minimal. On dial-up, or if the server lags, it's negative numbers.
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Jesus Prime wrote:Caelus, the length of time saved by resetting your bot to 10 End and then resetting it back to what it was is probably minimal. On dial-up, or if the server lags, it's negative numbers.
Eh, I just wanted to mention it before someone else did. It would really work better for the low level players who ironically, wouldn't be able to up endurance enough to make it worthwhile, ao I agree, not really a concern.
About energon though - would the damaged bot pay the normal repair fee and then that would be paid to the repairer? Or would their simply be no energon loss/gain at all?
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Wouldnt that render the V2 arena obsolete?Caelus wrote:About energon though - would the damaged bot pay the normal repair fee and then that would be paid to the repairer? Or would their simply be no energon loss/gain at all?
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Psychout wrote:Wouldnt that render the V2 arena obsolete?Caelus wrote:About energon though - would the damaged bot pay the normal repair fee and then that would be paid to the repairer? Or would their simply be no energon loss/gain at all?
i think the full repair cost SHOULD would be deducted from the wounded, but very little or no energon would be given to the medic, as the medic is getting risk free xp, and i think reviving a TF probably requires a fair amount of energon.

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Tammuz wrote:i think the full repair cost SHOULD would be deducted from the wounded, but very little or no energon would be given to the medic, as the medic is getting risk free xp, and i think reviving a TF probably requires a fair amount of energon.
That seems like a fair trade off, risk free XP but no energon.
The bases sound fun but I can see why it's a 'maybe in the future' idea, better to get V2 up and running and let players get used to the changes before thinking about things like that.

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