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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 24 posts ]  Go to page Previous  1, 2, 3

Should kits be eliminated?
Yes 48%  48%  [ 25 ]
No 52%  52%  [ 27 ]
Total votes : 52
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 Post subject: Re: Eliminate Kits
PostPosted: Sat Mar 07, 2015 4:04 pm 
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ticklemericky wrote:
Kits need to be fixed so that they can only "repair" the value of armor. Over-armor should be fixed. So if a mech has +17 at start of battle, and their opponent has drained them to +9. Using a +23 kit would only make it so that the armor goes to +17. It would fit the fact kits are supposed to repair or pinch type items.

This makes battle shorter as well. It is a pain to fight out a long battle when both parties have used kits with over-armor. Or maybe introduce a corrosion mechanic that decreases all armor by -1 after a certain amount of turns passes. This would make every carry kits still if a battle gets drawn out far too long.


Actually love the sound of this idea

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 Post subject: Re: Eliminate Kits
PostPosted: Sat Mar 07, 2015 7:09 pm 
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Andy wrote:
ticklemericky wrote:
Kits need to be fixed so that they can only "repair" the value of armor. Over-armor should be fixed. So if a mech has +17 at start of battle, and their opponent has drained them to +9. Using a +23 kit would only make it so that the armor goes to +17. It would fit the fact kits are supposed to repair or pinch type items.

This makes battle shorter as well. It is a pain to fight out a long battle when both parties have used kits with over-armor. Or maybe introduce a corrosion mechanic that decreases all armor by -1 after a certain amount of turns passes. This would make every carry kits still if a battle gets drawn out far too long.


Actually love the sound of this idea


This is a seriously fantastic idea! Devs PLEASE consider.


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 Post subject: Re: Eliminate Kits
PostPosted: Sat Mar 07, 2015 7:11 pm 
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ticklemericky wrote:
Kits need to be fixed so that they can only "repair" the value of armor. Over-armor should be fixed. So if a mech has +17 at start of battle, and their opponent has drained them to +9. Using a +23 kit would only make it so that the armor goes to +17. It would fit the fact kits are supposed to repair or pinch type items.

This makes battle shorter as well. It is a pain to fight out a long battle when both parties have used kits with over-armor. Or maybe introduce a corrosion mechanic that decreases all armor by -1 after a certain amount of turns passes. This would make every carry kits still if a battle gets drawn out far too long.


I also really like this idea, wouldn't mind seeing it added.

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 Post subject: Re: Eliminate Kits
PostPosted: Sun Mar 08, 2015 3:55 am 
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Add that idea, you won't believe how many strategies I've thrown out the window because of kits :lol:

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