**Platinum question**
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Why air units do still have fuel?
No one builds air staging anyway, its just frustrating and doesn't fit in with game logic where every other unit operates on quantum magic and can move without recharging infinitely -
Quantum magic doesn't work in the air
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@ovo it has bothered me too.
I'd say remove fuel for scouts and fighters at least. For bombers and gunships it is maybe interesting but at least not bothersome.
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you guys really need to look at the balance first before bringing up those ideas
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@ovo in general to prevent plebs from patroling the whole map, if anything I would reduce amount of fuel for some units to make air staging more viable, not by much tho.
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@hinthunter
If you let enemy's air fly over yourself without problems it sounds like you did something very wrong, patroling over enemy's base is not good idea either, unless you enjoy looking at how your limit suddenly evaporates when static AA shows up. If you constantly patrol over battlefield, well, thats the point of controling the air, isn't it? T2 and T3 units have so much fuel it's almost impossible to run out unless you play on turtling maps like dual gap. -
@ovo yea we know that now but devs did not, air was ment to be assisted on ground units to patrol over them and similar feats.
And even if you and I know that many plebs do not so they use patrol on air units as a form of gate keeping. -
Air staging is used pretty often btw
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@rezy-noob my reaction was not out of concern for balance. I worry that many mechanics in this game including this one have too little return for their cost. Cost being player effort, return being fun and game depth.
This change would definitely disrupt balance slightly.
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I'd rather like to know why it's possible to repair a super complex ASF in a staging facility but there is no repair station for a simple T1 tank
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Repair station for land units sounds like a pathfinding noobtrap
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@ftxcommando I'm already getting PTSD thinking about tanks trying to access a repair station lol.
I think land units are more expendable than air so it's normal for them to not be repaired / re-fueled.
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@ftxcommando said in **Platinum question**:
Repair station for land units sounds like a pathfinding noobtrap
I suggest we add ground units to the game with the ability to repair other units within range with some kind of beam. Maybe one for each Tier.
Better not make this ability too expensive or nobody will use it and forget it even exists...
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@valki Im confused, have we not used engineers before????
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Repairing ASFs for zero cost is not a good feature at all. It ensures that whoever loses the air battle will have an even harder time coming back, making t3 air even more dominant.
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@hinthunter said in **Platinum question**:
@ovo in general to prevent plebs from patroling the whole map, if anything I would reduce amount of fuel for some units to make air staging more viable, not by much tho.
What are you even talking about lol, that's not the reason at all. It's too add strategic depth to the air game, so air planes are intended to have bounding limits. It starts to appear on larger maps because it's a feature intended to work better and better as the Map grows. Also air staging is viable either way because repairing air units for example
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@ftxcommando said in **Platinum question**:
Repair station for land units sounds like a pathfinding noobtrap
You can create an aura around such a station if you were to even consider adding that. The aura would essentially be a range in which it repairs and such like being attached to the actual staging fixes those clumping issues and such.
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If no fuel, then infinite range mercies. Good idea anyone? No, didn't think so.
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@snagglefox I’m ready to sneakily snipe the enemy air player with a mercy rush on setons
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@azraeel That's a great idea. If it was a whole aura affecting tons of units that might be kinda op depending on the speed it can repair. The larger the aura is the easier it is for pathfinding but the stronger the unit is. Or it could be basically a hive that repairs one thing at a time and then we know exactly how powerful it is for the cost. Either option might work fine. And I think then the repair building would have to be unable to assist the construction of something new, or else it would break the balance. Also it could be designed to be only able to repair units, or units and buildings.