Forged Alliance Forever Forged Alliance Forever Forums 2012-05-26T15:03:15+02:00 /feed.php?f=11&t=1226 2012-05-26T15:03:15+02:00 2012-05-26T15:03:15+02:00 /viewtopic.php?t=1226&p=13962#p13962 <![CDATA[Re: ACU Teleport]]>
Frozen_byte wrote:
noobymcnoobcake wrote:third: new Units (and key-features), that is what mods are for not the original FAF.

The biggest one, and one I mostly agree on. Anti teleport towers would see zero use anyway.

Statistics: Posted by noobymcnoobcake — 26 May 2012, 15:03


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2012-05-26T14:56:34+02:00 2012-05-26T14:56:34+02:00 /viewtopic.php?t=1226&p=13961#p13961 <![CDATA[Re: ACU Teleport]]>
noobymcnoobcake wrote:
Yep, and it also added anti teleport towers. This could be a feature added to stealth gens to protect your base lategame. Then you could reduce cost of teleport quite a bit more as it could not be used for assassinations.


I'm against "anti teleport towers"
first of all not even every "late game strategy" should be counterable.
second there isnt any sense for telemazer anymore, and the teleport-upgrade would be even more complicated to balance.
third: new Units (and key-features), that is what mods are for not the original FAF.

Statistics: Posted by Frozen_byte — 26 May 2012, 14:56


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2012-05-26T14:52:59+02:00 2012-05-26T14:52:59+02:00 /viewtopic.php?t=1226&p=13960#p13960 <![CDATA[Re: ACU Teleport]]>

The "Black Ops mod" also limited the Teleport range

Yep, and it also added anti teleport towers. This could be a feature added to stealth gens to protect your base lategame. Then you could reduce cost of teleport quite a bit more as it could not be used for assassinations.

Statistics: Posted by noobymcnoobcake — 26 May 2012, 14:52


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2012-05-26T14:51:23+02:00 2012-05-26T14:51:23+02:00 /viewtopic.php?t=1226&p=13959#p13959 <![CDATA[Re: ACU Teleport]]> Make the teleport upgradeable, first - cheap version as Pavese mentions before. Limited range, limited usage.
Second upgrade is the general "long range teleport" expensive, powerful and funny.

Statistics: Posted by Frozen_byte — 26 May 2012, 14:51


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2012-05-26T14:46:13+02:00 2012-05-26T14:46:13+02:00 /viewtopic.php?t=1226&p=13958#p13958 <![CDATA[Re: ACU Teleport]]>
However, I think it'll make the teleport ability completely useless because you could just as well hop around with air transports for the same speed then. The only difference is that the enemy has to put up more effort to kill you than when you're flying.

Statistics: Posted by Plasma_Wolf — 26 May 2012, 14:46


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2012-05-26T14:35:37+02:00 2012-05-26T14:35:37+02:00 /viewtopic.php?t=1226&p=13955#p13955 <![CDATA[Re: ACU Teleport]]>

In here, the requirement of 15K Estorage is nothing compared to the cost of the teleport itself.


I mean 15 E Storages, thats 75k energy!
additionally 3750 mass and 18k Energy + buildtime are requirements for Jumping.
And you just need that energy to initialize the "jump" - there also should be a constant Energy Drain while charge, of course.

Paveses "upradeable Teleport" sounds tricky and easy. The "Black Ops mod" also limited the Teleportrange.

Statistics: Posted by Frozen_byte — 26 May 2012, 14:35


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2012-05-26T13:24:30+02:00 2012-05-26T13:24:30+02:00 /viewtopic.php?t=1226&p=13951#p13951 <![CDATA[Re: ACU Teleport]]> Statistics: Posted by Plasma_Wolf — 26 May 2012, 13:24


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2012-05-26T12:35:01+02:00 2012-05-26T12:35:01+02:00 /viewtopic.php?t=1226&p=13948#p13948 <![CDATA[Re: ACU Teleport]]>
The more options you give the upgrade the more expensive it gets, keep it simple and it will be easier to balance and easier to use.

Statistics: Posted by Pavese — 26 May 2012, 12:35


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2012-05-26T12:18:51+02:00 2012-05-26T12:18:51+02:00 /viewtopic.php?t=1226&p=13946#p13946 <![CDATA[Re: ACU Teleport]]>
For the longer distances, I'd recommend letting the commander "phase in" before it can actually take action. Think of the RA 2 chrono legionnaire. Short distances and it was almost instantly ready to move and fight again, long distances and it could take up to 20 or even 30 seconds before you could do anything with it. The unit was still vulnerable at that time. It'll allow for teleport over long distances if you want to build a secret base but it will eliminate the option for a quick snipe.

Statistics: Posted by Plasma_Wolf — 26 May 2012, 12:18


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2012-05-25T16:12:37+02:00 2012-05-25T16:12:37+02:00 /viewtopic.php?t=1226&p=13898#p13898 <![CDATA[Re: ACU Teleport]]>
Frozen_byte wrote:
May discussing about "needs X energy stored to teleport" ?
That would be like OC, you first need ~15 E Storages to teleport.

I like this idea too

Statistics: Posted by noobymcnoobcake — 25 May 2012, 16:12


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2012-05-17T20:00:03+02:00 2012-05-17T20:00:03+02:00 /viewtopic.php?t=1226&p=13341#p13341 <![CDATA[Re: ACU Teleport]]> That would be like OC, you first need ~15 E Storages to teleport.

Statistics: Posted by Frozen_byte — 17 May 2012, 20:00


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2012-05-15T03:59:27+02:00 2012-05-15T03:59:27+02:00 /viewtopic.php?t=1226&p=13153#p13153 <![CDATA[Re: ACU Teleport]]>
I've NEVER seen transport used without mazer or a last ditch "I lost might as well acu nuke a base" strategy. It's stupid expensive to the point of being useless otherwise.

The thing is: this has the potential to become very OP if the time delay were too small (regardless of distance).

Statistics: Posted by SJAndrew — 15 May 2012, 03:59


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2012-05-14T14:36:05+02:00 2012-05-14T14:36:05+02:00 /viewtopic.php?t=1226&p=13105#p13105 <![CDATA[Re: ACU Teleport]]> Statistics: Posted by noobymcnoobcake — 14 May 2012, 14:36


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2012-05-14T13:41:55+02:00 2012-05-14T13:41:55+02:00 /viewtopic.php?t=1226&p=13097#p13097 <![CDATA[Re: ACU Teleport]]>

Only use is Telemazer as "i lost anyways" option and sACU "teleport snipr your SMD". Shitty upgrade, shitty uses, has no point being in the game.

Statistics: Posted by Pavese — 14 May 2012, 13:41


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2012-05-14T12:38:45+02:00 2012-05-14T12:38:45+02:00 /viewtopic.php?t=1226&p=13094#p13094 <![CDATA[Re: ACU Teleport]]> Statistics: Posted by Lu_Xun_17 — 14 May 2012, 12:38


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