GeneralsGamePatch
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Emergency Repair Proposal 5, Repair Vehicles In Area Over Time
- old PR: #744
Implementation of proposal 5 for #707.
After this pull request, the repair effect lingers for 10 seconds (with visible decal). The vehicles are repaired over time instead of in one burst. Upgrading the ability increases how long the effect lasts (to 20 and 30 seconds respectively). Upgrading the ability does not increase the healing speed. The total healing amount only differs due to the time the ability lasts. The radius is increased by +50% (which equals +125% area).
Vehicles can move in and out of the repair area. They are only repaired while inside the area.
https://user-images.githubusercontent.com/6576312/180599717-03c0d0d9-29dd-43f8-bc17-97725ab3f7c3.mp4
Note: this needs translations for anything other than EN and DE.
This is the only change that would make me ever consider chosing ER.
We need to test this on Overlords.
Made it also repair buildings. Translation missing from Arabic.
The level 3 Emergency takes 30 seconds to repair an Overlord half. The Subliminal Messaging (upgraded) takes 25 seconds to repair an Overlord half.
The repair ability for buildings is nice. Makes it more useful, especially for China. But it does not repair much, just this much from 1 health:
Perhaps repair amount should be higher?
The problem of increasing healing amount with this particular implementation could be that units could become quite difficult to kill while inside the affect radius. Right now one Gattling Tank is still enough to damage a Humvee with Repair + Ambulance, but increased Repair amount could change this. On the other hand it is nice that it becomes no wasted ability when there are just a few damaged units at the time of use but there is the expectation of more damage to heal over time.
I found that repairing of structures does not stack. So if ability repairs structure first, then Dozer does not repair, and vice versa. And Dozer repairs structure much faster, perhaps 3 times as fast, so this repair ability is really not great on structures as is.
The problem of increasing healing amount with this particular implementation could be that units could become quite difficult to kill while inside the affect radius. Right now one Gattling Tank is still enough to damage a Humvee with Repair + Ambulance, but increased Repair amount could change this. On the other hand it is nice that it becomes no wasted ability when there are just a few damaged units at the time of use but there is the expectation of more damage to heal over time.
It's possible to have one module repair vehicles, another repair buildings, where the one that repairs buildings repairs a bigger amount.
Repair also does not stack on vehicles. Tested with Ambulance and Subliminal Messaging and repair rate of 10.
This means the Repair ability is useless on a blob of units that have an Ambulance or Prop Tower in the mix.
Seems to be an engine thing then. In 1.04, ER is completely swallowed by Propaganda Towers: the entire burst is.
Seems to be an engine thing then. In 1.04, ER is completely swallowed by Propaganda Towers: the entire burst is.
That is even more useless then :D
I think this needs a bug report.
Ok, doubled repair rate on buildings. Feel free to tune.
I think this needs a bug report.
https://github.com/TheSuperHackers/GeneralsGamePatch/issues/2186
With fixed stacking I think the effects would be quite nice. However, I do expect problem with Early_Command_EmergencyRepair.
Airforce, Stealth, Nuke and Tank have Rank 1 Emergency Repair. Especially with Airforce this could be problematic, as this could exacerbate problems with strong Humvee Rush (#640).
Yeah, could get rid of early version, or distribute it only to faction that need it (SWG?). This would need lots of playtesting though.
On the other hand, in normal circumstances the Command Center will be sold, so perhaps will not make a practical difference in early game.