While us veterans have kinda phazed out the very existance of the Repair Station, newbies will still build it and expect it to be all kinds of awesome. While the Repair Station might be very good for repairing stuff, I still feel it seems to be missing something. Currently it feels like an appendage to the nicely balanced building structure. So, does anyone have any ideas for the Repair Station? Currently, it: *Repairs your tank, hull first and armor last. *Gives you ammoes. Great justice. My idea: Make it cost 150. It's not smashing, so why pay much for a vehicle armory?
Make them have some sort of nice repairing loop which cause some parts of the repair pad move some how so it would look like it really does fix your vehicle and not stand there idling like every other building.
There was always the idea of making it able to change your engine, armor, and weapons while in it. So those paper tanks out in the field could retreat momentarily and restock their vehicle with the newest researched stuff. Also, I thought it healed your hull first then your armor.
Make the BE one not such a pain to use? Reduce the cost? Allow it to recycle or upgrade current tanks? Give ammo in an area, like the armoury?
Give it a healing Auora for buildings, so if any buildings are in vicinity, it will slowly repair them; a must have for late game bases...
Krenzo has said multiple times he intends to let it upgrade vehicles. He just hasnt gotten around to it.
Welcome to RC 18. People are now going to say, "oh nos, I forgot to link my weapons to firing groups; commander, I need a repair station now!"
If you have the firepower to take down a CV, surely you can kill the repair station too? I don't really see this being a problem: after all the commander has paid for a building that nobody else can use. I think swapping loadouts will become the main purpose for this building, but I don't think that it should give out ammo. That job is for the armory/ammo crates, and now that the repair station will be more useful in other ways, it doesn't need this feature to justify its use.
I like the part about it slowly healing nearby buildings, but lets see how vehicle customization works out. What are the upgrade costs going to be like? Going from std armour to reflective could be 13 res (the difference in price) or 23 (the cost of reflective). Or there could be a standard charge of ~50 res for all changes And I still think the BE model could be easier to use.
I see where you're coming from, but i disagree. If i've been fighting in a tank as a grenadier and I come back to base smoking and out of ammo, it's bad enough having to actually return to base and just wait 30 seconds while most people repair in the field, not to mention that i might not be able to get ammo. It makes sense that you can get ammo from a repair station- not so much that you get ammo from an armoury, but it works out gameplay wise either way. ove:
I'm just wondering how it could be priced, and saying that there were two options as far as I could see.
If possible, just deduct the cost of the old tank off the cost for the new tank and withdraw or deposit the excess from/to the accumulated resources. Should be fun troubleshooting that one. /slap