I understand your concerns pasik. I know repairing was brought up many times before ( I'm pretty sure I have pushed for it.
) and the sense was always a discussion of player-repair-swarms and making Vehicle's too powerful plus Im sure, like you said, a lot of other balancing issues.
I have seen some moments recently of players attempting to repair in battle during a firefight, and although it is helpful I have yet to ever feel invulnerable or totally safe. And we still lose Vehicles all the time. So far the best approach is to stagger our repairs and attacks, or roll as a solid mass and repair all at once. 3-4 Vehicles loaded with crew all carrying 12-20+ wrenches a piece we can go for a long time. And (what's that? 8- maybe 12 players?) having all those crew working together to repair is a WONDERFUL sight. The best example of large scale co-op in RWR so far for me.
I just started playing again regularly a few weeks ago and I am sure I'll be for some time to come. (Like I say often: I always come back to RWR) So to me this "mechanic-mechanic"
is new, and it makes it hard to judge the implementation rate of the Wrenches and Repairing by the community. But I feel that in the month I have been playing steadily again I have seen increasing use of the Wrench and Repair functionality just in this little time.
I almost immediately set a HotKey for "Repairs Needed!!! Falling Back!" and it has gone to great use! With this simple command it has already started a reflex response by fellow teammates, often newer lower level players and vets alike. Once they see the pattern of the command I am startled by the number of players running up (after I have pulled back) to help repair. ---And only once and a while does one brand new player try to steal the Vehicle; Ai is as much a threat of theft too.
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I have heard rumors of an update so I know you guys already have stuff on the table to work on like always. And I don't know what's in the upcoming update which means some of these aspects may have already been addressed but there are a few points I'd like to add for consideration. So as always with my input I'll try to provide some "playtest" details and minor suggestions.
1)
Again I don't know how long the wrenches has been out so hard for me to judge, but eventually once the community refines it's skills it is likely you guys will have to Adjust the Difficulty a tiny bit on the Official Servers. We ("vets") are already steamrolling
some maps and attentive FNG's are learning fast! SOME is the key word here. As the habit of community repair settle in and Drivers get better and pass on those habits the maps will get much faster and too easy. Although just turning up aim on AI may not be the best. The foot game is solid, but the Steamroll in AV's will become a regular thing.
[This specific subject might be worth is own thread on possible adjustments to tweak the AV aspect of the game to avoid easy Overkill. ... my minds already racing with ideas.]
2)
We REALLY could use more clear Player Name and Vehicle Damage% pop-up on the Vehicles. (It's difficult to explain) When you mouse over to see when the vehicle is at certain angles, rotated or on a slope, it gets jumbled. I personally have my HUD turned down to minimum settings for "mouse-over info" and even I have a hard time seeing Player names in all the seats and most importantly getting an easy read on Vehicle Damage%. It is not impossible. Just at certain angles the Vehicle Info gets buried under player names. Some of us who have been driving a lot have been talkin a bit and we're hoping maybe for a small Health Bar or HUD Vehicle DMG% to pop up down near weapons and armor on HUD so we can see it constantly while driving. I would say only for the driver, but with a good crew they are watching the DMG% too.
3)
It's hard to tell how many Players you have in your vehicle or which seats are filled. Sometimes it's like an idiots circus, lol. Mostly I think it's Vehicles with internal Gunner Seats. In the midst of battle lower new players will randomly jump out and when everything is going off it is REALLY hard to tell. And even as a higher ranked guy I don't get AI replacements immediately. Or when we rally at Armory to resupply and whatnot you'll find yourself wondering if everyone is back in the Humvee or APC or whatever. A little line of dots on the bottom of HUD when in a vehicle would suffice; small, tucked down in a corner. Just a little line of dots or something simple: green for player, yellow for ai, grey empty.
4)
Can we have a LOW GEAR? We have Walk/Run Option on Foot. Is it possible when driving to turn that same function into a slower speed for Vehicles? WASD keys aren't pressure sensitive, well mine aren't and I assume most aren't, so now that we can survive in AV's for longer and in a more dedicated fashion with player-troops the issue arises that we constantly outpace them. It leads to some jerky stop'n'go movement and awkward misleading shifts in a crowd. I never really use the walk key on foot, but I have it set in proper finger range. Yet I am certain I would use it constantly as a Low Gear key. The Tank is the most notable of this. APC can also be a major issue when trying to support a moving crowd due to it's high top speed. Whatever the vehicle is, the approach is to tap you key constantly if you want to try for a Steady Foot Run Pace. A Low Gear would fix this and help avoid the goofy, jerky stop and go of Supporting Vehicles when moving with or in large crowds of players.
Sorry it so long again. I just come here for the more direct discussion details and get it all out at once. Steam is... different. Anyway, I've been really watching the effects this new repair mechanic has had, and will have, on the game/community. Although the constant player count still doesn't seem huge, there's always a flow of new people and a slow steadily growing number of "vets". So basically I spend too much time analyzing and discussing little subtle details of the whole dynamic system of gameplay that is RWR.