Any Chance?
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Any Chance?
So I was wondering if there was any chance that we could get a tactic or something special in V2 that would shorten your CR time?
I don't know what you'd call it--maybe Maintenance? Or something cooler than that.
Would this even be worthwhile? Would people want to use this?
Word.
I don't know what you'd call it--maybe Maintenance? Or something cooler than that.
Would this even be worthwhile? Would people want to use this?
Word.
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DO WANT.
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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Hmm, not sure how good an idea having a tactic that effects things out side of missions is.
Though somit to shorten CR times WOULD be good.
Of course you could argue that avoid shortens cr times by allowing you not to get hit.
Though somit to shorten CR times WOULD be good.
Of course you could argue that avoid shortens cr times by allowing you not to get hit.

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A Minicon (that presumably wouldn't be destroyed when stasis-locked) that would do that was brought up and OS liked the idea.
Whether it is possible remains to be seen.
Whether it is possible remains to be seen.
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Awww... and here we were wanting to make it longer... 
You guys sure like to spoil our evil plans

You guys sure like to spoil our evil plans
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Mkall wrote:Awww... and here we were wanting to make it longer...
You guys sure like to spoil our evil plans
mkall, you're about as evil as a new born kitten. And almost as devious.

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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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Such a thing though would become far too popular and everyone would be using it.
Thought this was about making the game full of variety and to get away from the current crop of clones.
Thought this was about making the game full of variety and to get away from the current crop of clones.

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Burn wrote:Such a thing though would become far too popular and everyone would be using it.
Thought this was about making the game full of variety and to get away from the current crop of clones.
Three possibilities:
1) The minicon will be destroyed if you are stasis-locked, meaning it only helps repair the wounded.
2) The minicon must be equipped before the mission, meaning you go into it without one of the other enhancements.
3) Like all the minicons it will be incredibly rare and difficult to obtain.
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Caelus wrote:Burn wrote:Such a thing though would become far too popular and everyone would be using it.
Thought this was about making the game full of variety and to get away from the current crop of clones.
Three possibilities:
1) The minicon will be destroyed if you are stasis-locked, meaning it only helps repair the wounded.
2) The minicon must be equipped before the mission, meaning you go into it without one of the other enhancements.
3) Like all the minicons it will be incredibly rare and difficult to obtain.
4)May have it be an Auto-CR thing. (Not being selective, sorry to manual preferences. It's more a direct way around the equipping after battle problem.
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I would love having shorter CR time. So far, I always get critically wounded and it takes forever to heal. Can't it just be shortened to like 5 minutes max? Some of us don't have enough time to wait 20 minutes+

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can't we just assign bots with repair to fix our own troops?!
something like if you assign one of your medics to fix a wounded team member both become unavailable for standard Cr time/intell mins
or you could even have an arena like deal where medics can be put to fix anybody's wounded(faction limited), maybe call it repair bay?
medics would be put in, and wait for a set amount of time(probably endurance based),
patients wuld arrive from combat and all waiting medics would have a chance to repair them (probably based on how much repair they individually have)
repair time would be standard Cr time/intell
after fixing a certain amount of patients they'd go offline (probably repair or endurance based)
medics would get xp for the damage they fix
something like if you assign one of your medics to fix a wounded team member both become unavailable for standard Cr time/intell mins
or you could even have an arena like deal where medics can be put to fix anybody's wounded(faction limited), maybe call it repair bay?
medics would be put in, and wait for a set amount of time(probably endurance based),
patients wuld arrive from combat and all waiting medics would have a chance to repair them (probably based on how much repair they individually have)
repair time would be standard Cr time/intell
after fixing a certain amount of patients they'd go offline (probably repair or endurance based)
medics would get xp for the damage they fix

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Tammuz wrote:can't we just assign bots with repair to fix our own troops?!
something like if you assign one of your medics to fix a wounded team member both become unavailable for standard Cr time/intell mins
See, I like this idea best because it DETERS taking shortcuts.
You toss on a mini-con, trust me. Someone will find a way to abuse it.
This way, if you want out of the cr chamber quicker to get back to earning xp faster you have to sacrifice one of your other bots.
And while i'm sure he's like me and doesn't particulary care, congrats on 15,000 posts Tammuz.
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Tammuz wrote:bugger me!
Only if JP dresses you up.

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Burn wrote:Tammuz wrote:bugger me!
Only if JP dresses you up.
I lost my good foundation brush, so he might end up looking more like Rob Lowe in "St. Elmo's Fire".
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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Jesus Prime wrote:DO WANT.
Down, boy. The idea doesn't come in alcoholic form.

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Me, Grimlock! wrote:Jesus Prime wrote:DO WANT.
Down, boy. The idea doesn't come in alcoholic form.
Oh. Do not want.
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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I really, really, want this.Hmm, not sure how good an idea having a tactic that effects things out side of missions is.
Not necessarily, the "short CR time" one, but outside-of-mission-shennanigans would represent a major leap towards a TF game rather than a Battle-bots game.
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Tammuz wrote:can't we just assign bots with repair to fix our own troops?!
something like if you assign one of your medics to fix a wounded team member both become unavailable for standard Cr time/intell mins
or you could even have an arena like deal where medics can be put to fix anybody's wounded(faction limited), maybe call it repair bay?
medics would be put in, and wait for a set amount of time(probably endurance based),
patients wuld arrive from combat and all waiting medics would have a chance to repair them (probably based on how much repair they individually have)
repair time would be standard Cr time/intell
after fixing a certain amount of patients they'd go offline (probably repair or endurance based)
medics would get xp for the damage they fix
I really love the repair bay idea. Having transformers progress for doing important things outside of combat would go a long way towards improving the game in my oppinion. Why stop at repairing though? Why not have transport or manufacturing non-combat missions that would be based on alt mode and maybe even abillities an individual transformer can learn unrelated to their alt.? Of course I am not suggesting some sort of free xp/energon affair. Make the time and resources(xp for stat/tactics required, etc.) such that it is an alternative to combat but not more profitable. Feel free to pick apart and critique at your leisure.

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Knives wrote:Tammuz wrote:can't we just assign bots with repair to fix our own troops?!
something like if you assign one of your medics to fix a wounded team member both become unavailable for standard Cr time/intell mins
or you could even have an arena like deal where medics can be put to fix anybody's wounded(faction limited), maybe call it repair bay?
medics would be put in, and wait for a set amount of time(probably endurance based),
patients wuld arrive from combat and all waiting medics would have a chance to repair them (probably based on how much repair they individually have)
repair time would be standard Cr time/intell
after fixing a certain amount of patients they'd go offline (probably repair or endurance based)
medics would get xp for the damage they fix
I really love the repair bay idea. Having transformers progress for doing important things outside of combat would go a long way towards improving the game in my oppinion. Why stop at repairing though? Why not have transport or manufacturing non-combat missions that would be based on alt mode and maybe even abillities an individual transformer can learn unrelated to their alt.? Of course I am not suggesting some sort of free xp/energon affair. Make the time and resources(xp for stat/tactics required, etc.) such that it is an alternative to combat but not more profitable. Feel free to pick apart and critique at your leisure.
Alright. You smell bad.

Seriously, that seems like a decent enough idea, especially for getting new level bots a chance to get their "feet" wet. And it'll give a realistic edge to tournies. hey, it could add weapons like the minicons do in Quints. Small ones though. I'm not sure it'll fly by us all though.
Last edited by Flashwave on Tue Sep 04, 2007 4:58 pm, edited 1 time in total.
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I was thinking earlier, and my opinion is that if we had non-combat tactis, they'd have to be classed separately from combat tactics and not counted when calculating levels.
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Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
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And how about the older idea of the team bases?
I think having them would add a new twist to the game, and with some things such as weaponry and upgradeable CR chambers, it would certainly be an interesting thing.
I think having them would add a new twist to the game, and with some things such as weaponry and upgradeable CR chambers, it would certainly be an interesting thing.
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I think Tammuz's idea was the best one.
This way the repair characters can be configured as medic specialists if desired instead of the current method which generally leads to a bunch of rammers armed only with a welding torch and a pack of plasters.
Seriously, id love to see that added.
This way the repair characters can be configured as medic specialists if desired instead of the current method which generally leads to a bunch of rammers armed only with a welding torch and a pack of plasters.
Seriously, id love to see that added.
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Psychout wrote:I think Tammuz's idea was the best one.
This way the repair characters can be configured as medic specialists if desired instead of the current method which generally leads to a bunch of rammers armed only with a welding torch and a pack of plasters.
Seriously, id love to see that added.
Gee...thanks.
Sorry that I haven't thought this out for 2 whole years.
Everyone abuses everything. And if you make the Maintenance tactic more expensive, then you'll have a bunch of guys that are full of Maintenance and not full of something else. So, in reality it's more like Pick Your Poison.
The bottom line is that some characters heal better than others, and frankly, you can't tell with the current CR engine.
Word.
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A true dictatorship is like a pit of vipers. It can only sustain itself for so long. At that point in time, it then is replaced by another, more lethal serpent.
A true dictatorship is like a pit of vipers. It can only sustain itself for so long. At that point in time, it then is replaced by another, more lethal serpent.
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