Sabotage Bar Should Reset if the Scout looks away from the structure/moves too far

Discussion in 'Feedback' started by BitterJesus, Jul 22, 2012.

  1. BitterJesus

    BitterJesus Member

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    Suggestion is in the title.

    Why?

    Mostly, it would make the scout a bit less powerful, and a bit less of a nuisance to deal with. If he has to worry about shooting anyone AND maintaining the sabotage bar, his job will be harder.

    A lot of the times a smart scout will pre-sab 4-5 structures to 95% of the bar, and then finish them all off at the same time. Up until the sabotage, there is no way to tell that the structure is in the process of being sabotaged. This becomes an "invisible" problem. Which has no way of dealing with.

    And lastly, the main problem. There is no way to "unsab" the building. Say the structure is 90% sabotaged. Then it will be in that state until sabbed, or destroyed, or recycled. It is almost "cursed" in a way.

    So my suggestion is:

    Either make the sabotage bar reset to 0 if the scout turns away while sabbing, or make friendly scouts have the ability to "un-sabotage" a structure. Friendly scouts will only be able to unsabotage a bar if it has not been completed. If completed, they will have to go through the trouble of eliminating the scout AND repairing as engineer.
     
    D.D.D. Destroyer likes this.
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    This sounds promising. I don't care for needing a scout to unsab a building though... that just creates more scouts.
     
  3. LordDz_2

    LordDz_2 Strange things happens here

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    How much does an Engineer need to repair a building to save it from the scout effect? Is it the whole building health, or is just a tap required for it?

    (Nothing to do with the OP, just curious, will help a lot in saving bases).
     
  4. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    It's like 20% without upgrade and 10% with upgrade of the calculator.
     
  5. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    to repair a sabotaged structure to normal state you need to repair half health.
     
  6. LordDz_2

    LordDz_2 Strange things happens here

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    Point is, it should be shown. Like make the required repair in orange or red for example.

    Would save a lot of bases when you need to save critical buildings when you have those moments of "Oh fuck, a scout is in our base".
     
  7. ImSpartacus

    ImSpartacus nerf spec plz

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    I never knew the 'cure' amount decreased with repair upgrade. I knew that it would take less time to achieve an equal 'cure' repair amount, but I never knew the required repair amount was actually less. Nifty.

    What? Exploits in Empires?! Nooooooo.
     
  8. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    As in percentage of the calculator juice.
     
  9. ImSpartacus

    ImSpartacus nerf spec plz

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    ohhhhhhhhhh...

    Way to let me down.
     
  10. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Way to get your hopes up.
     
  11. -=]Kane[=-

    -=]Kane[=- Member

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    Like OP just with a 2 sec delay timer before it starts resetting, so you can turn around and check if someones behind you or run and sab, or standing up/going prone without having to start all over again only because it's glitched.
     
  12. Mr.Scout

    Mr.Scout Member

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    I could see this and be for it and against it...I could say leave it as we already have a pretty good hater fan base.Makes even average scouts have more purpose. If it resets though I wouldn't really care much...Little more challenge to the class that's about it.
     
  13. BitterJesus

    BitterJesus Member

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    This is a good suggestion. Implement this
     
  14. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    This is how you necro posts gentlemen.

    I agree with the suggestion.
     

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