Author Topic: MRS as Starships  (Read 881 times)

Offline WinterBorn

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MRS as Starships
« on: April 11, 2010, 11:27:53 am »
Recent discussions about the MRS center on the following list of issues/changes.

tugs tugs slugs tugs
Tugs get in the way around the MRS -- possible solution > docking tugs
Tugs get forgotten when moving the MRS to a new system possible solution > docking tugs
Tugs take a while to get to the ships they are trying to rescue (current solutions: keep positioning tugs up in the battle area or move the MRS with or near the fleet square ;))  possible solution >  tugs that teleport out and drag back
Repairing a large fleet currently requires manualy flying the MRS around the ship blobs so that its repair AoE sweeps over the fleet (one suggestion involved having the MRS FRD around the system to ships needing repair, another increasing the repair AoE)
One misuse IMO of the current implementation is unassigned tugs -- one MRS can have all 135 tugs (9 types at 15 each)

MRS tend to get used in 3 primary ways:
Safe in the next system -- Damaged ships are sent back thru the wormhole for repair at an MRS with rally point (100% tugs make sense here)
Under/near the FF at the bridgehead in a hostile system
Flying within the fleet Ball

Consider the MRS as a Starship line

Mk 1 "Auxilary MRS"  4 docking tugs, ship cap of 6,  speed 12, Metal 4k, Crystal 2k, Energy 3K, Knowledge 500,
AoE (repair radius) 2000, Engineer Rate 2.0, health 195k, shields, 750, regen 810/s This is the cheapie (low knowledge cost, lower energy cost, lower stats)

Mk 2 " Fleet  MRS"   8 teleporting docking tugs,  ship cap 4, speed 18, Metal 6k, Crystal 3k, Energy 5K, Knowledge 1500, AoE 5000, Engineer Rate 2.5, health 390k, shields 1500, regen 1620/s   This satisfies most outstanding requests

Mk 3 " Battle MRS"   10 Teleporting FF equipped,shielded, teleporting docking tugs, ship cap 2, speed 24, Metal 12k, Crystal 6k, Energy 10K, Knowledge 2000, AoE 15000, Engineer Rate 3.5, health 580k, shields 3000, regen 3240/s  (This beast is meant to be in the thick of it. Manned by the best repair techs in the galaxy for the fastest repair rate. FF equiped tugs help protect the ship under tow/repair from additional damage untill released by the tug.  Extended repair AoE helps the fleet ball recover rapidly while moving from one strongpoint to another.)   

Each upgade of the MRS supports a more aggressive play style.


Offline triggerman602

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Re: MRS as Starships
« Reply #1 on: April 11, 2010, 04:56:48 pm »
btw, yesterdays beta update increased the MRS repair range to 15,000, so your argument of having to move the MRS around to repair a large fleet is invalid.

Offline RCIX

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Re: MRS as Starships
« Reply #2 on: April 12, 2010, 12:43:26 am »
*lightbulb*
This could work well as the support starship, if level 3 got scout intel or something!
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline WinterBorn

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Re: MRS as Starships
« Reply #3 on: April 12, 2010, 03:50:58 pm »
NP triggerman602 it is a beta release so still up for change.

btw, yesterdays beta update increased the MRS repair range to 15,000, so your argument of having to move the MRS around to repair a large fleet is invalid.

The main point of this post is to open up a new train of thought on MRS. Right now it is an unlockable that can be built at any com center. I love (taking care of) healing my units if I can. In Rise of Nations I like the French for the healing supply wagons. I've commented in other threads but a summary of what I would like to see happen to MRS is:

Assigned tugs == I don't have to keep track of them when I move system and they don't get in the way(and if I want a lot of tugs for one battle I have to bring/pay for/support several MRS
Assigned tugs populated by template or custom like RIOT starships == reduce micro
Assigned tugs automaticaly rebuilt like RIOT starships == reduce micro
Teleporting tugs == tugs stop being slugs

If MRS become a starship line or become integgrated into a New SUPPORT Starship line that would be cool

other ideas I've had on MRS:

Get rid of engine tugs by adding engine damage and hull damage together, the aggregate damage would be what the std 100/66/33 tugs go for.

A game mechanic similar to reclaimed ships returning to the closest MRS (Beta 3.0.8.2) when heavly damaged. If captured ships can be told to pull back for repair then why cant my ships do the same when they get down to 10-15% health

Additionaly since Fortreses also heal ships should they geta couple of tugs as well? or maybe a HUGE like 40,000 radius repair AoE (essentialy system wide but slow so that MRS still has a place)




« Last Edit: April 12, 2010, 03:58:49 pm by waveman55 »