Forged Alliance Forever Forged Alliance Forever Forums 2013-05-04T23:06:33+02:00 /feed.php?f=2&t=2890 2013-05-04T23:06:33+02:00 2013-05-04T23:06:33+02:00 /viewtopic.php?t=2890&p=40600#p40600 <![CDATA[Re: Playing around with engineer balance]]>
Ze_PilOt wrote:
Mize wrote: like it the old way?


What is the old way ?
With restorer spam ? Falling trees having more mass ?

Seriously, try the mod : If you don't want to play differently, it won't. You can use engy to assist exactly the way it was.



Falling trees having more mass ? because mother nature started to erode it and bugs/whatever are dissolving it and that's why it gives more mass. also who would spend time knocking down all the trees instead of reclaiming them right away for instant resource boost. how much difference that would be seriously

yes try the mod it changes lots of things but its still the same game even if u play "engymod way"

Statistics: Posted by qai — 04 May 2013, 23:06


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2013-04-06T12:11:35+02:00 2013-04-06T12:11:35+02:00 /viewtopic.php?t=2890&p=37146#p37146 <![CDATA[Re: Playing around with engineer balance]]>
Mize wrote:
like it the old way?


What is the old way ?
With restorer spam ? Falling trees having more mass ?

Seriously, try the mod : If you don't want to play differently, it won't. You can use engy to assist exactly the way it was.

Statistics: Posted by Ze_PilOt — 06 Apr 2013, 12:11


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2013-04-06T09:22:30+02:00 2013-04-06T09:22:30+02:00 /viewtopic.php?t=2890&p=37132#p37132 <![CDATA[Re: Playing around with engineer balance]]>
Rienzilla wrote:
I can see how a local assitance nerf could accomplish what we want with engymod, but it would need a more than sixfold increase of t3 unit buildtime. We have considered this, but dismissed it on the grounds that it will slow down the game considerably: more resources need to be spent on build power instead of combat units.


There is no doubt that doing the above would slow down the game if you did nothing else but that. But why stop? You start by doing the above exercise, and then you apply a global decrease in buildtimes, until you feel speed is comparable to the old situation again.

Statistics: Posted by Wakke — 06 Apr 2013, 09:22


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2013-04-06T08:37:56+02:00 2013-04-06T08:37:56+02:00 /viewtopic.php?t=2890&p=37131#p37131 <![CDATA[Re: Playing around with engineer balance]]> JOIN ME REBEL :twisted:

Or is it possible for for me to by this lobby and Server from who ever owns it and have the game changed my way?

MIZE

Don't be a Seton's Hater

Statistics: Posted by Mize — 06 Apr 2013, 08:37


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2013-04-04T11:58:50+02:00 2013-04-04T11:58:50+02:00 /viewtopic.php?t=2890&p=36878#p36878 <![CDATA[Re: Playing around with engineer balance]]>
Veta wrote:
the only way to approach balancing locality is through local assistance nerf (e.g. TML,SML,TMD,SMD), which is obviously a radical game change not suited for a simple patch. indeed i wonder why nobody asks for the BP/build times on TML/SML to be shortened and tested, as this would be more consistent.


That I can answer. Back in the days (I think in vanilla, I'm not sure when it was changed) the bp and build times of the missile launchers was much much much lower. This was deemed OP, especially for SML/SMD, because big games quickly turn into a missile-assisting contest. As a result, bp/bp was increased by probably an order of magnitude to make assisting them next to useless.

I can see how a local assitance nerf could accomplish what we want with engymod, but it would need a more than sixfold increase of t3 unit buildtime. We have considered this, but dismissed it on the grounds that it will slow down the game considerably: more resources need to be spent on build power instead of combat units. I think it will have a more profound effect on gameplay than the activators (or, as they are implemented since yesterday, the hq-factories).
--
Rien

Statistics: Posted by Rienzilla — 04 Apr 2013, 11:58


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2013-03-04T19:13:03+02:00 2013-03-04T19:13:03+02:00 /viewtopic.php?t=2890&p=32880#p32880 <![CDATA[Re: Playing around with engineer balance]]>
Rienzilla wrote:
Veta wrote:just a thought but this activator/upgrade discussion had me thinking, has unlocking schematics for ALL your production been discussed at all?


This would essentially be the tech tree in supcom2. Units that magically get extra options when you build something somewhere is not really into the supcom spirit. Same for hard limit on assisting, or different build power when doing different things.

i agree, global tech for FA feels out of place and i assume thats what the chief complaint has been with the engie mod (the gameplay is great). what did you think of my PM suggestion equating the mass/energy cost of activators to factory buildtime and other minor tweaks? if you and zock have already considered or tried this approach (i definitely think its worth a few tests) let me know and if you guys are interested i can probably make a mockup for 1 faction fairly quickly.

also, the more thought i give it the more glaring the realization is that other than the engie/military factory system (which is similar in principle to activators) described here:
http://forums.gaspowered.com/viewtopic.php?f=2&t=61617

the only way to approach balancing locality is through local assistance nerf (e.g. TML,SML,TMD,SMD), which is obviously a radical game change not suited for a simple patch. indeed i wonder why nobody asks for the BP/build times on TML/SML to be shortened and tested, as this would be more consistent.

Statistics: Posted by Veta — 04 Mar 2013, 19:13


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2013-03-04T12:41:55+02:00 2013-03-04T12:41:55+02:00 /viewtopic.php?t=2890&p=32838#p32838 <![CDATA[Re: Playing around with engineer balance]]>
Veta wrote:
just a thought but this activator/upgrade discussion had me thinking, has unlocking schematics for ALL your production been discussed at all?


This would essentially be the tech tree in supcom2. Units that magically get extra options when you build something somewhere is not really into the supcom spirit. Same for hard limit on assisting, or different build power when doing different things.

Statistics: Posted by Rienzilla — 04 Mar 2013, 12:41


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2013-03-03T15:15:06+02:00 2013-03-03T15:15:06+02:00 /viewtopic.php?t=2890&p=32718#p32718 <![CDATA[Re: Playing around with engineer balance]]>
Raghar wrote:
I looked at numbers and I wonder why don't you increase mass required for
T1 eng to 125 increase build time a bit.
T2 eng to 250
T3 eng can stay at 490

Considering T1 eng would be more expensive, it can encourage interesting starting strategies. 400 - 250 for factory - 125 for eng = 50 + seconds required to build that stuff, mass available for all other things.
In addition considering greater cost of T1 eng, early bombing would be lethal, and an expansion would be much more risky.

Another quite efficient way how to reduce 300 T1 eng problem is capping number of units at 300 + 100 per defeated ACU on the same side.The unit limit would force players to keep number of unnecessary units at minimal level. (It can create problems by discouraging additional bases.) But this solution is certainly helpful for certain types of multiplayer games.


This would completely change everything. This mod aims to preserve the existing balance.

Statistics: Posted by Zavior — 03 Mar 2013, 15:15


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2013-03-02T03:48:23+02:00 2013-03-02T03:48:23+02:00 /viewtopic.php?t=2890&p=32607#p32607 <![CDATA[Re: Playing around with engineer balance]]> T1 eng to 125 increase build time a bit.
T2 eng to 250
T3 eng can stay at 490

Considering T1 eng would be more expensive, it can encourage interesting starting strategies. 400 - 250 for factory - 125 for eng = 50 + seconds required to build that stuff, mass available for all other things.
In addition considering greater cost of T1 eng, early bombing would be lethal, and an expansion would be much more risky.

Another quite efficient way how to reduce 300 T1 eng problem is capping number of units at 300 + 100 per defeated ACU on the same side.The unit limit would force players to keep number of unnecessary units at minimal level. (It can create problems by discouraging additional bases.) But this solution is certainly helpful for certain types of multiplayer games.

Statistics: Posted by Raghar — 02 Mar 2013, 03:48


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2013-03-01T03:50:11+02:00 2013-03-01T03:50:11+02:00 /viewtopic.php?t=2890&p=32512#p32512 <![CDATA[Re: Playing around with engineer balance]]>
The only requirement for this to work would be some balancing on the cost of upgrading your ACU or the Activator's cost (which has been done in this mod already). I think it would go a long way to feeling more intuitive though as the other "clean" option would be nerfing factory assist hard in addition to normalizing engie Mass/BP and Factory Mass/BP and making factories reasonably cheap as done in this mod. As far as keeping the current gameplay with all its pros and cons I'd say the activator building or a research upgrade is the simplest solution and that's what this mod is doing.

Statistics: Posted by Veta — 01 Mar 2013, 03:50


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2013-02-26T15:12:11+02:00 2013-02-26T15:12:11+02:00 /viewtopic.php?t=2890&p=32133#p32133 <![CDATA[Re: Playing around with engineer balance]]> Statistics: Posted by Anaryl — 26 Feb 2013, 15:12


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2013-02-26T15:10:09+02:00 2013-02-26T15:10:09+02:00 /viewtopic.php?t=2890&p=32132#p32132 <![CDATA[Re: Playing around with engineer balance]]>

Statistics: Posted by Lu_Xun_17 — 26 Feb 2013, 15:10


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2013-02-26T15:09:10+02:00 2013-02-26T15:09:10+02:00 /viewtopic.php?t=2890&p=32131#p32131 <![CDATA[Re: Playing around with engineer balance]]> Statistics: Posted by Anaryl — 26 Feb 2013, 15:09


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2013-02-26T13:20:01+02:00 2013-02-26T13:20:01+02:00 /viewtopic.php?t=2890&p=32122#p32122 <![CDATA[Re: Playing around with engineer balance]]>
Also for the early t2, and long buildtime t3 ships you usually want this ships as fast as possible, and will use engies.

Later, multiple t2 (lets say, arround 10+) and even a few t3 factories could be appealing for navy players, though. Maybe they didn't realize that yet, and they don't have to. :)

For air, the benefits of multiple factories over engineers are very small, because air don't have rolloff time. The only benefits here time and hp, but on setons, you got more then enough time to micro all your engies and you rarly are in the need to protect your buildpower.

For middle position, the mod will change a lot. I think people will either go with multiple factories, or assisting t2 engies.

Statistics: Posted by Zock — 26 Feb 2013, 13:20


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2013-02-26T11:49:47+02:00 2013-02-26T11:49:47+02:00 /viewtopic.php?t=2890&p=32119#p32119 <![CDATA[Re: Playing around with engineer balance]]> Statistics: Posted by Kof — 26 Feb 2013, 11:49


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