RAS and its role in the game

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 02:15

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 02:27

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 02:30

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 02:45

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 02:51

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Re: RAS and its role in the game

Postby dirtierdragoon4. » 01 Oct 2015, 03:10

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Re: RAS and its role in the game

Postby quark036 » 01 Oct 2015, 03:42

dirtierdragoon4. wrote:
quark036 wrote:I agree with briang, it wouldn't be ranked because it removes strategy.

Noobs only know mexes and energy reactors and having to consider upgrading to RAS or not even knowing what it is, is no strategy in itself, and they start to get negative marks towards their ranking.

Some have no strategy and some do, but strategies vary, so strategy does not seem to be an issue here. Im suggesting to have two types of settings (RAS/No RAS) that are both ranked. In both cases the playing field is fair. Trying to figure out your normal economy is hard enough without trying to find the correct time to upgrade to RAS. Their are many new players and RAS is a big disadvantage for them.


Um, no. For one, the ranking is a measurement of how good you are at a strategy game. Taking away strategy shouldn't be ranked, because then it isn't a measure of how good you are at the aforementioned strategy game. By your logic, every build restriction should be ranked, because "the playing field is fair." It can be hard to learn how to eco and ras, but that is part of the game. This is a very advanced strategy game-we shouldn't be removing the complex interplay of different aspects of it that makes it so fun.
Also, a sort of fundamental flaw in your argument: RAS is hard for new players, so it kind of has to be ranked. Being able to manage your economy is a central aspect of SupCom, so taking away that part shouldn't be ranked.
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Re: RAS and its role in the game

Postby IceDreamer » 01 Oct 2015, 04:18

Also, having multiple possible ingame states count as ranked is actually retarded. You cannot build a system which evaluates players relative to one another if those players are playing different games!
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Re: RAS and its role in the game

Postby Ceneraii » 01 Oct 2015, 04:19

The point of this thread was never to remove RAS.

The point was to consider its role in the game and have an open discussion on why it is so extremely dominant (you can find a huge list of reasons why in the early pages of this thread) and the numerous advantages it has. While suggesting changes/fixes is perfectly fine, it will ultimately be for the balance team to decide what, if anything, will happen.

The only thing we can do is hope to influence their decision with insightful, well-reasoned discussion and creative but well thought out solutions.

If you want to make outrageous suggestions, that's fine, but we have a suggestion forum for that. If you want to talk about something else like rating or scu's or whatever, that's also fine but don't do it here please. I already outlined the general purpose of this thread and the type of discussion it is meant for. If you can't keep yourself to that you should make your own thread.
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Re: RAS and its role in the game

Postby Tremarl » 11 Oct 2015, 15:18

Increase mass cost by 15% increase power cost by 15% increase build time by 10% reduce power output by 15% increase mass output by 5%
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