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Kall42

Drastically Changing the Repair Mechanic

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Hello, I am sure that the repair mechanic is a hotly debated topic here on the forums. After seeing so many players complain about the constant stream of enemy HE shells landing and setting their ship ablaze, I took to the in-game chat asking about opinions. We quickly came up with a system that in my opinion appeals to most players and most importantly to Wargaming.

 

Basically, we want to divide the repair mechanic into three different buttons (fire, flooding, modules). Each of these buttons would have different cooldown times, enabling players to have more control as to what exactly the damage control crew / system is focusing on. My knowledge of damage control on real life warships might be completely wrong (and if it is let me know) but it would make sense that the crew on board would be able to prioritize certain damage control functions.

 

Secondly, this would appeal to Wargaming by enabling the purchase of even more premium consumables. I am aware of the controversy of premium consumables but I think the system currently in place in WoT feels pretty solid to me as a CW player. As to what the specific benefits of these damage control premium consumables would, I'll leave that up to Wargaming.

 

People have to realize that these warships are far more mechanically complicated than tanks. Therefore there should be more specific damage control capabilities for the player to have a better experience. Some people have already mentioned that this might make it too complicated, but in my opinion, I think it is making it much simpler and more enjoyable than just a single dedicated repair function.

 

Let me know what you think.

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Alpha Tester
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Its been suggested multiple times. My personal preference would be for a fire team and damage control team. on their own cooldowns. fire team could only be used on fires and DC only on flooding and module damage. Too many buttons is bad for an arcade game afterall. 

 

Edit: Smaller ships like DDs that dont have thousands of crewmen would retain the same jack of all trades DC. but for RNGesus sake put the cooldown back to what it was before the 0.4 patch. DDs dont take any more damage now than they did then, its just that they have to wait way too long to fix it, which ruins the fun factor a bit for DD drivers. 

Edited by StooperDave
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Beta Testers
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I would like to see something like the Battlestations Pacific damagecontrol.

Simple, yet functional

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I would like to see something like the Battlestations Pacific damagecontrol.

Simple, yet functional

 

I don't know what that's like, do you have a specific video or a link with an example?

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I don't know what that's like, do you have a specific video or a link with an example?

 

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A simpler solution is to increase DC amount, ie BB - 3x, CA-2x and so on. This would replicate crew numbers. Cooldown timers are seperate, just like turret reload timers do. Balancing numbers, BB loses that 20sec insta-repair duration, to 15sec. CA/DD remains the same.

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A simpler solution is to increase DC amount, ie BB - 3x, CA-2x and so on. This would replicate crew numbers. Cooldown timers are seperate, just like turret reload timers do. Balancing numbers, BB loses that 20sec insta-repair duration, to 15sec. CA/DD remains the same.

 

Hmm that makes sense. It would make it easier for people than having to juggle three additional buttons.

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I think that a strong point of strategy gameplay is to wisely use repair when you really need it. Like, "oh, one of my turrets are damaged. Yeah, I can live with that" is different than "well they just screwed up my engine while I'm in the open and in range of 4 enemy ships, that's pretty bad". Just making separate repair buttons for each system would make it way too easy and automatic. If it's too bad the way it is maybe they should just add more than one repair charges or reduce fire probability and damage.

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A simple solution would be to just drop the cool down of Damage Control to 15-20 seconds. Either that or just cap the damage you can take from Fire/Flooding to say 10% of total HP. So if you have 20k hp, after 2k is burned away, you become immune to HP damage from fires for the rest of the match. You could still suffer other effects (easier to see/speed reduction), but at least you can still fight.

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I think that a strong point of strategy gameplay is to wisely use repair when you really need it. Like, "oh, one of my turrets are damaged. Yeah, I can live with that" is different than "well they just screwed up my engine while I'm in the open and in range of 4 enemy ships, that's pretty bad". Just making separate repair buttons for each system would make it way too easy and automatic. If it's too bad the way it is maybe they should just add more than one repair charges or reduce fire probability and damage.

 

Module damage isn't even that big of a deal when I am in my BB. It's the constant stream of HE shells thrown at me lighting me on fire. But I do see your point of strategically using the repair. When I am fighting a cruiser in my BB 1v1 I tend to kill it first before I waste my repair on firefighting. 

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A simple solution would be to just drop the cool down of Damage Control to 15-20 seconds. Either that or just cap the damage you can take from Fire/Flooding to say 10% of total HP. So if you have 20k hp, after 2k is burned away, you become immune to HP damage from fires for the rest of the match. You could still suffer other effects (easier to see/speed reduction), but at least you can still fight.

 

I don't think they will ever incorporate becoming immune to fire damage, it's too big of a system. It's one of the main benefits of firing HE. The problem is how frequently it does light things on fire and how it's too difficult for big ships to recover from these fires.

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I would be in favor of this.

 

really fires tend to be the main problem, using a repair to put one out seems almost useless if you have a cruiser spamming HE and setting you alight over and over again.

 

as a battleship I am supposed to be happy when encountering a cruiser, yet in reality I loath it because if I dont get a citadel on them then all I can do is sit back and burn while waiting for the reload. fighting other battleships or even aircraft carriers is more fun in my opinion since at least with them I find it kind of fun to track the enemy torpers and try to dodge them, where as with cruisers once my salvo fails to destroy them I am forced to sit there and take it

 

a lower cooldown or perhaps a grace period where after the repair is done you have a limited time of immunity against being set on fire allowing you the chance to try to run away or take out the cruiser. If you fail then they get to roast marshmellows over you again

Edited by Fadadio

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My personal preference would be for a fire team and damage control team. on their own cooldowns. fire team could only be used on fires and DC only on flooding and module damage.

 

This is a very good idea.

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That makes sense, two buttons instead of three.

 

Yeah, it would make it simpler than 3 buttons, wouldn't break the strategy gameplay which I mentioned earlier, and would fix the overpowered fire problem. Also it makes a lot of sense realistically wise, since I suppose there are/were crew teams aimed to fire fighting, and completely separate crew teams specialized in repairing ship components. Not really a naval expert here but that sounds reasonable.

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