Author Topic: Hanger Repair Times  (Read 1386 times)

Offline jamdive

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Hanger Repair Times
« on: December 24, 2010, 10:43:49 AM »
Would it be possible to put a clock next to the hanger in question so we know how much time is left until the destroyed hanger is back in operation?

Offline dirtdart

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Re: Hanger Repair Times
« Reply #1 on: December 24, 2010, 11:21:54 AM »
I feel your pain here man, but you know I would say no.  The lack of synchronization in an attack is part of what allows for some fields to stay up.  If certain things are not killed at the same time, little pops here and there alter the fight.  By having a visual timer, you could see these desynchronizations and target them.  I think the system is fine the way it is, personally.
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Offline jamdive

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Re: Hanger Repair Times
« Reply #2 on: December 25, 2010, 11:52:55 AM »
I feel your pain here man, but you know I would say no.  The lack of synchronization in an attack is part of what allows for some fields to stay up.  If certain things are not killed at the same time, little pops here and there alter the fight.  By having a visual timer, you could see these desynchronizations and target them.  I think the system is fine the way it is, personally.

I'm speaking of what you see in the tower so you know how long you have to wait until you can up again. Enemys cannot see inside anothers tower.

Offline SmokinLoon

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Re: Hanger Repair Times
« Reply #3 on: December 26, 2010, 02:15:28 AM »
i vote no.  Ask countrymen, observe the fire/smoke, etc.  That is part of the fog of war, imo.    :)
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Offline DeadStik

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Re: Hanger Repair Times
« Reply #4 on: December 26, 2010, 02:32:17 AM »
I like the idea. Realistically a field would have an estimated time to repair a hanger and such. Makes sense to me. Would be very useful too. +1
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Offline thndregg

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Re: Hanger Repair Times
« Reply #5 on: December 26, 2010, 07:05:04 AM »
That is part of the fog of war, imo.    :)

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Offline SmokinLoon

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Re: Hanger Repair Times
« Reply #6 on: December 26, 2010, 08:21:58 AM »
I like the idea. Realistically a field would have an estimated time to repair a hanger and such. Makes sense to me. Would be very useful too. +1

So you think that each hanger is damaged the same way each time and that the removal of debris, the repairs on the structure, and the replacement of all the inventory inside those hangers would be the exact same each time?

Fog-O-War, I say!!! Embrace it!!! :D
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Offline Pand

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Re: Hanger Repair Times
« Reply #7 on: December 26, 2010, 06:52:48 PM »
Not sure how this could be implemented... but for example, from a 'simulation' perspective...

We destroy a vehicle hangar... and the bits and bytes are hard at work repairing it in 30 minutes or whatever.  The hangar "re-spawns" and 10 vehicles roll out-- slightly unrealistic.   Would it be possible to be able to re-destroy/damage an already downed hangar?   

If a repair crew is currently working on a hangar, and I drop a 1000 lb bomb on top of their half completed work, can't imagine there would be much left of the hangar (or the repair crew)--- currently I do no damage, and get no points.  Seems a little hokey I have to just sit floating above 'waiting' for the hangar to go from 0% to 100% in a split second so I can dive in and do some damage. 

By doing the above would also need more indicators to depict simulated repair instead of just "smoke and fire", "just fire", "hangar up".

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Pandemonium
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Offline Lusche

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Re: Hanger Repair Times
« Reply #8 on: December 26, 2010, 06:57:28 PM »
We destroy a vehicle hangar... and the bits and bytes are hard at work repairing it in 30 minutes or whatever.  The hangar "re-spawns" and 10 vehicles roll out-- slightly unrealistic.   Would it be possible to be able to re-destroy/damage an already downed hangar?   


Currently no, but sure it would be possible to implement a "half up" status, which then could be bombed to smithereens again.

But I doubt we will ever see such a thing, because it would be quite a big impact on game balance. It would make it much easier to shut down bases indefinitely. On a horded base the VH would probably not be up until the base is captured, no matter how long it takes.
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Offline SmokinLoon

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Re: Hanger Repair Times
« Reply #9 on: December 26, 2010, 07:15:53 PM »

Currently no, but sure it would be possible to implement a "half up" status, which then could be bombed to smithereens again.

But I doubt we will ever see such a thing, because it would be quite a big impact on game balance. It would make it much easier to shut down bases indefinitely. On a horded base the VH would probably not be up until the base is captured, no matter how long it takes.

On the flip side of things, I'd like to see a "slider" effect on the rest of the strategic OBJ and maybe even hangers similar to that of the fuel.  This "all or none" thing gets a bit over the top sometimes.  For instance, with fuel depots once the 4th one is destroyed the max fuel available is %75, at the 3rd FD destroyed no DT are available.  I'd like to see the 100lb/50kg, or maybe even 250lb/100kg bombs be always available.  Maybe even as en experiment.  With the first ord bunker being knocked out, the 1k+ bombs are diabled, the 2nd ord bunker down = no ords 500lbs and up.  The rockets would all fall into the #2 ord bunker.

Likewise, have the barracks be stepped as well.  But, that would change the dynamics of how many troops each vehicle can carry.  Maybe allow the goon to carry 16 or 10?  The M3 twelve (its proper troop load out, iirc)?  Keep the SdKfz 251 and LVT2 at 10 and the jeep at 3.  Upon the 3rd barracks being destroyed, only loads of 10 or fewer can be taken, upon the 4th only loads of 3 (have 3 be an option in all gv's), and upon the 5th have troops be shut down.

With the VH destroyed, why not allow a select few gv's to *always* be able to up (m8, M3, SdKfz 251, jeep, M16) ?  Make it so bases are not quite %100 shut down?  Just a couple of ideas.   :)   
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Offline Dr_Death8

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Re: Hanger Repair Times
« Reply #10 on: December 27, 2010, 11:58:29 AM »
I like the idea. Realistically a field would have an estimated time to repair a hanger and such. Makes sense to me. Would be very useful too. +1
...but you do have an estimate. You know how long it takes a hanger to rebuild when bombed (15 min) then when it quits smoking, you have 5 mins. There is your estimate. I agree that it would be too gamey and should be left as part of the fog of war.  :salute

Offline W7LPNRICK

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Re: Hanger Repair Times
« Reply #11 on: December 27, 2010, 12:03:29 PM »
I'm speaking of what you see in the tower so you know how long you have to wait until you can up again. Enemys cannot see inside another's tower.

I agree with this clarification +1. In real war you would know weather your hanger was nearly ready to service aircraft.
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Offline dirtdart

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Re: Hanger Repair Times
« Reply #12 on: December 28, 2010, 10:40:31 AM »
I'm speaking of what you see in the tower so you know how long you have to wait until you can up again. Enemys cannot see inside anothers tower.

That would be helpful.  I mean when the VH pops for example, word gets out, guys go flying out.  It would be nice to anticipate it.  I just have no idea how it could be implemented.  Clipboard, field status?  not sure.  I agree with some of the additional data on this post.  If I drop all the fuel tanks at a base, does the field get no fuel?  Does that effectiveley do the same as dropping all the hangers?
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Offline Easyscor

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Re: Hanger Repair Times
« Reply #13 on: December 28, 2010, 12:18:42 PM »
It's not really needed.

If the hanger is smoking, it's more then 5 minutes until it comes up, if it's not smoking, then it's less then 5 min before it comes up. Time it and see. That can be a long 5 min when your sitting in the tower, but any closer then that you don't really need.
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Offline Pand

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Re: Hanger Repair Times
« Reply #14 on: December 28, 2010, 03:11:08 PM »
So basically everyone defending the fire only, and smoke/fire, are all happy and feel that it can not be improved?

Regards,

Pandemonium
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