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Air factory

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10 years ago
When a plane that is damaged lands on an air factory to reload is there any way to get it to lift off so other planes can reload before it repairs to full health?
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Skasi
10 years ago
Oh my.. I so wish airpads would only reload and not repair planes.
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10 years ago
With many newtons, maybe.

There is easier way to get off that licho faster from repair pad CTRL+D airpad.
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10 years ago
no. the units stays there till reloaded and repaired or till the factory/airpad is killed.

speed it up: repair assist the plane/gunship.

tip: set repairing unit to repeat mode (green circle) and then draw a repair circle just at the position where the plane lands (on fac, airpad), so this repairing unit does nothing else than speed up the repairs. (if your repeated repair circle does not cover the airfactory's building spot, it will really only repair at the repair spot)
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10 years ago
Any idea why this mechanic is there, or more specifically why you cannot manually overide it?

You could have a bomber which could defend you or an ally from an attack but you are effectively useless as it is paralysed until fully repaired.

As a suggestion could there be a manual overide to pull a plane off a pad?
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10 years ago
not at the moment. i guess this is legacy behaviour. feel free to code it, this is opensource ;)
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imo, this mechanic keeps bombers ballanced...

if there was no need to repair between runs, you could do really nasty tricks.

gamebreaking things, like bombing coms with a single bomber on tiny maps...
(bombers usualy suffer at leas some damage from the run and need about a minut to repair from a hit by a single defender missile...
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10 years ago
I thought there was some setting of leaving the airpad at a specific repair level, but I never figured out if it worked or not. It was one of the state commands of the aircraft similar to the retreat level; except it was something about when to leave an airfield.
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On the opposite side:There is a state level for landing at air pads for repairs.
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10 years ago
Pretty sure this is due to hardcoded engine behaviour. We might be able to do something though one way or another... I'm all for it.
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10 years ago
I thought mandatory full-repair was a way to make bombers take at least some punishment for the lightning-fast all-heavy zero-attrition thing they do. It won't die, but you won't be using the bomber for the fraction of minute it takes to repair, or so.
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10 years ago
I would like to have it balanced with "you risk to lose it if you use it faster".

I though there were 2 retreat things for planes, not one to pull it off faster.

quote:
tip: set repairing unit to repeat mode (green circle) and then draw a repair circle just at the position where the plane lands (on fac, airpad), so this repairing unit does nothing else than speed up the repairs. (if your repeated repair circle does not cover the airfactory's building spot, it will really only repair at the repair spot)


But if a damaged bomber fly only over this area it can happen that the pad trys to repair a damaged bomber out of it's own range and will remain stuck forever (until you cancel manually).

I wish you could order nanos to do:
* queue ALT+repairCircle (c1)
* queue ALT+repairCircle (c2)
and the nanos would do c1 when they can, c2 if they can't do c1 AND automatically cancel c2 if there is a new possibility in c1.

Also I really dislike that you can't really differentiate between repair and build (only with area-selection).
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10 years ago
I'm not sure whether you can reclaim the air pad a tiny amount to get them off it. Either way it's a bug.
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10 years ago
What is a bug? We could probably make a button that causes planes to lift off early but it is a reasonable partial cost for damaging planes.

If anyone wants to have a go at this write a gadget which adds a button to do this (the command type is the same as CMD.WAIT):
  • Store plane health.
  • Set health to full.
  • Detect the plane leaving the pad, when it does this give it damage equal to the amount healed in the second step.
  • Write an exception in the minimap events widget.
  • Write a widget to give this command to planes if a command is given and landed planes are the only thing selected.
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10 years ago
I think it's alright to send a plane back into the field with less HP, it will die a lot faster afterall.

Either the bombers stays on the pad while it is semi-complete, (it used to be able to actually fully reload on a almost fully reclaimed pad, maybe still be able to), or semi-reclaimed pads will release the bomber allowing early release.

Either way it's a bug.

Self-d the pad should allow for early release too.
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10 years ago
I swear there is a button to choose how much you want the plane to be repaired.....
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10 years ago
The retreat functionality could handle telling the bomber to go somewhere else for repairs if you put the retreat waypoint off the airpad, the bomber could immediately depart for the repair zone to get fixed after the reloading is complete. So we already have the semantics available to the player to automate and control the flow of repair vs. rearm in a macro-oriented fashion. What's absent is the code in the engine and the game to support these semantics (plus retreat functionality would probably need exceptions for bombers to avoid breaking off attacks unnecessarily).
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10 years ago
quote:
button to choose how much you want the plane to be repaired

It's the health threshhold at which planes seek to land, they heal up to max regardless of this
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