Author Topic: repeater repower problem  (Read 2512 times)

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repeater repower problem
« on: May 20, 2010, 11:38:09 am »
the following issue i faced at gpp euro:

started building, moved reactor far away from default base.

built a repeater at the old base to resupply it with power. afaik it should repower at least some structures what it can reach, however, it didnt.

in spite of this, i could build basically as many armories/turrets etc around this repeater as i wanted. they appeared as unpowered.

the timer went on, the unpowered structures blown up except what suddenly got power from the repeater (it seems the program preferred the ones i built later).

idn if its a known thing, tried it several times on different maps. probably a bug, or am i missing a point?

+: if you start to build nodes near the repeater, you can get like 6 of them and they dont blow up like the other not powered stuffs as far as i have tried
« Last Edit: May 20, 2010, 12:50:55 pm by + OPTIMUS + »
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UniqPhoeniX

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Re: repeater repower problem
« Reply #1 on: May 20, 2010, 12:19:35 pm »
There seem to be lots of problems with reps...

jm82792

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Re: repeater repower problem
« Reply #2 on: May 21, 2010, 06:03:44 am »
And eggs!!

mooseberry

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Re: repeater repower problem
« Reply #3 on: May 24, 2010, 06:54:56 pm »
Also, not being able to use your normal BP in repeaters is quite annoying.

It should be either:

1. Your repeater given bp appears first, and once you use that it switches to showing normal bp (ugly).

2. New HUD design, shows normal bp in normal place, and repeater given bp above it, a bit smaller. (Good I think.)

3. Just shows normal bp with repeater bp added in there. (Which would probably confuse n00bs but is less work than new hud.)

It's just annoying to only be able to build 2 structures at repeater spot, even if you have extra bp you dont need for your def base. I don't really see a reason not to allow this.
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