future of SCUs

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Re: future of SCUs

Postby KD7BCH » 23 Jul 2015, 21:31

ckitching wrote:What if the cost of each SCU you build is higher than the last?
After all, you're supposedly summoning an extra dude to the battle: that's gotta be expensive :P


Unlike any other units in SCFA, also is it even possible to make them more costly like that?
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Re: future of SCUs

Postby ckitching » 23 Jul 2015, 23:02

I wouldn't've suggested it if I didn't know how to do it ;)
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Re: future of SCUs

Postby yeager » 23 Jul 2015, 23:17

I'd really rather not, this is a really complex answer to a fairly simply issue
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Re: future of SCUs

Postby theeggroll » 23 Jul 2015, 23:53

I use scu's to reclaim and build on the front line. Send one in behind a crab and it grabs reclaim and makes sams to protect. very useful and not even needed for combat
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Re: future of SCUs

Postby KD7BCH » 24 Jul 2015, 07:05

ckitching wrote:I wouldn't've suggested it if I didn't know how to do it ;)


How do you do it?
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Re: future of SCUs

Postby zeroAPM » 24 Jul 2015, 09:49

By making a game that is not SupCom apparently
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Re: future of SCUs

Postby pza » 24 Jul 2015, 11:22

zeroAPM wrote:By making a game that is not SupCom apparently

wtf is wrong with you? :roll:

ckitching wrote:What if the cost of each SCU you build is higher than the last?
After all, you're supposedly summoning an extra dude to the battle: that's gotta be expensive :P


increasing the cost is at least not a bad idea, but i don't think that nerfing only the later ones is an idea. firstly, the SCU's are usefull/OP on their own/in few numbers (you dont need huge armies), and secondly a unit that gets "obsolete" entirely because of their costs rising too high makes no sense to me. what you get is basically a cost-OP unit in the beginning and well-overpriced units in the end, and both of that is not good.
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Re: future of SCUs

Postby ckitching » 24 Jul 2015, 11:45

I suppose the cost could come down over time, as well. It could be thought of as modelling the expense associated with getting more dudes to put in giant walking robots of death.

Probably not an ideal solution: its usefulness assumes scus are only really OP in large numbers. As a means of preventing that it probably works. You could equally just enforce a population limit on SCUs (that perhaps grows over time).
Either of these ideas might complement some other changes to make them less OP.
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Re: future of SCUs

Postby Vee » 24 Jul 2015, 12:42

In that case you could also limit the number of gates to 1 and remove assist.
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Re: future of SCUs

Postby Iszh » 24 Jul 2015, 13:01

Lol who started to talk about godzilla scus in the game? What i supposed was simply a soft limit for scu and quantum gates and so they could stay a bit over the normal units but not necessarly totally OP.
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