Forged Alliance Forever Forged Alliance Forever Forums 2013-07-12T17:06:08+02:00 /feed.php?f=2&t=3044 2013-07-12T17:06:08+02:00 2013-07-12T17:06:08+02:00 /viewtopic.php?t=3044&p=48255#p48255 <![CDATA[Re: Team Unitlimit]]> Statistics: Posted by SC-Account — 12 Jul 2013, 17:06


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2013-07-12T12:36:57+02:00 2013-07-12T12:36:57+02:00 /viewtopic.php?t=3044&p=48240#p48240 <![CDATA[Re: Team Unitlimit]]>
SC-Account wrote:
Which game?
Winning vs. 3 does not mean you microed 3 bases, you usually concentrate all resources into some random stuff.

Edit:
Oh don't tell me you mean the game where you had 3 bases (mex extractors) and barely microed one army? While I had one -.-


lol "barely microed".

Statistics: Posted by galacticfear — 12 Jul 2013, 12:36


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2013-07-12T01:49:33+02:00 2013-07-12T01:49:33+02:00 /viewtopic.php?t=3044&p=48226#p48226 <![CDATA[Re: Team Unitlimit]]> Winning vs. 3 does not mean you microed 3 bases, you usually concentrate all resources into some random stuff.

Edit:
Oh don't tell me you mean the game where you had 3 bases (mex extractors) and barely microed one army? While I had one -.-

Statistics: Posted by SC-Account — 12 Jul 2013, 01:49


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2013-07-12T00:28:57+02:00 2013-07-12T00:28:57+02:00 /viewtopic.php?t=3044&p=48223#p48223 <![CDATA[Re: Team Unitlimit]]>
SC-Account wrote:
And it makes a hell of a difference, having to micro 3 bases as well as 3 half decent players requires superhuman skills and if you got those you probably deserve to win.


WELL, WELL, WELL, I WONDER WHAT GAME THAT REMINDS ME OF. HMMMM.

Statistics: Posted by galacticfear — 12 Jul 2013, 00:28


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2013-07-11T16:06:57+02:00 2013-07-11T16:06:57+02:00 /viewtopic.php?t=3044&p=48197#p48197 <![CDATA[Re: Team Unitlimit]]> Statistics: Posted by SC-Account — 11 Jul 2013, 16:06


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2013-07-11T07:01:19+02:00 2013-07-11T07:01:19+02:00 /viewtopic.php?t=3044&p=48173#p48173 <![CDATA[Re: Team Unitlimit]]>
rootbeer23 wrote:
the vast majority of ACU kills happen to those that are on the losing side anyway.
unit cap is a technical limitation and serves no gameplay purpose.


I don't think this is true in a lot of cases. I usually find that assasination is a desparate tactic, used to punish a player that was inattentive or reckless as to their ACU's safety. (Which sadly, I am prone to). :( I will often find myself frantically engaged in a hard won conquest, only to flick back to my home base and see the moment of my ACU's destruction, from a snipe tactic.

In siduations where the loosing side looses an ACU. This is usually as a result of sucessful conquest. The ACU in that siduation presented little more than a target of opportunity. It is in siduations where a sucessful player is sniped when full share conditions have the most impact.

If I am sniped while furiously engaged in combat. It is not because I was actually loosing, or didn't have the resources to prevent the snipe. It is because I lacked the attention and the information to correctly deal with the siduation. I then have the displeasure of either watching my formerly victorious units sitting idle, or perhaps of seeing them carried forward to ultimate victory, without me at the helm. Or perhaps being controlled inadequately by an inexperienced team member, who would then squander those hard won gains with ineffective micro, or the wrong combination of units in their BO.

Yes, I am rather prone to being sniped. But at least with share till death rules, I know where my focus ought to be. I know that ACU assasinations have strategic merit. Such that I will take more care with my own. Full share assasination rules generally create an issue in that the game is not assasination, and yet it isn't conquest either.

Statistics: Posted by Hawkei — 11 Jul 2013, 07:01


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2013-07-11T01:39:45+02:00 2013-07-11T01:39:45+02:00 /viewtopic.php?t=3044&p=48159#p48159 <![CDATA[Re: Team Unitlimit]]>
-_V_- wrote:
rootbeer23 wrote:but the point of an ACU kill is to decrease the number of brains in control of units

This

And it makes a hell of a difference, having to micro 3 bases as well as 3 half decent players requires superhuman skills and if you got those you probably deserve to win.

Statistics: Posted by SC-Account — 11 Jul 2013, 01:39


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2013-07-10T14:22:10+02:00 2013-07-10T14:22:10+02:00 /viewtopic.php?t=3044&p=48106#p48106 <![CDATA[Re: Team Unitlimit]]>
rootbeer23 wrote:
but the point of an ACU kill is to decrease the number of brains in control of units

This

Statistics: Posted by -_V_- — 10 Jul 2013, 14:22


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2013-07-10T08:42:58+02:00 2013-07-10T08:42:58+02:00 /viewtopic.php?t=3044&p=48079#p48079 <![CDATA[Re: Team Unitlimit]]>
I've committed a fix which creates a new ShareUnitCap option which can be 'None', 'Allies', 'All'. I guess it needs to be tested and see how much it impacts game performance, both from a technical and gameplay wise perspective.

There's also a quickfix for the "transfer units at death" prioritry thing, it now sorts the units after mass value before giving. No more standoff between t1 pgens and nukes hopefully.

Statistics: Posted by Crotalus — 10 Jul 2013, 08:42


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2013-07-10T08:07:56+02:00 2013-07-10T08:07:56+02:00 /viewtopic.php?t=3044&p=48077#p48077 <![CDATA[Re: Team Unitlimit]]>
Firewall wrote:
Well I don't think full share games deserve additional support.


its a nice idea to start a post with a moronic statement. leaves room for improvement.

Firewall wrote:
These improvements would make assasination decidedly pointless in a full share game. Particularly as the assasin will likely have made sacrifices to get the kill.


partially true, but the point of an ACU kill is to decrease the number of brains in control of units and to end the game
faster than by killing every enemy unit.
the vast majority of ACU kills happen to those that are on the losing side anyway.
unit cap is a technical limitation and serves no gameplay purpose.

Statistics: Posted by rootbeer23 — 10 Jul 2013, 08:07


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2013-07-10T07:30:51+02:00 2013-07-10T07:30:51+02:00 /viewtopic.php?t=3044&p=48074#p48074 <![CDATA[Re: Team Unitlimit]]> Statistics: Posted by ColonelSheppard — 10 Jul 2013, 07:30


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2013-07-10T06:15:06+02:00 2013-07-10T06:15:06+02:00 /viewtopic.php?t=3044&p=48070#p48070 <![CDATA[Re: Team Unitlimit]]>
I agree that the share priorities should be fixed to unit value, or perhaps, newest first. But the lesson here would be to phase out T1 engineer build capacity. To avoid unit cap issues. I have actually implemented this in my gameplay. After about 15 minutes, I generally stop T1 engineers spam, in favour of T2 engineer spam. They cost a bit more. But having all that T2 capability to spam defences, the minimal base clutter, better utilisation of T3 factories and lower consumption of unit cap is worth it. Especially when those engineers Have more HP, and are less suceptible to attack.

Also, if you play Aeon, surplus T1 engineers can be sacrificed into your build projects. ;)

Statistics: Posted by Hawkei — 10 Jul 2013, 06:15


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2013-07-08T00:16:02+02:00 2013-07-08T00:16:02+02:00 /viewtopic.php?t=3044&p=47880#p47880 <![CDATA[Re: Team Unitlimit]]>
The only thing required is to set the option "DoNotShareUnitCap" to false in lobby. Then UpdateUnitCap() in SimUtils.lua takes care of the rest.

Too bad there isn't any such option switch to set in the current lobby. Would be an easy fix I guess?

Statistics: Posted by Crotalus — 08 Jul 2013, 00:16


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2013-02-19T11:54:14+02:00 2013-02-19T11:54:14+02:00 /viewtopic.php?t=3044&p=31323#p31323 <![CDATA[Re: Team Unitlimit]]> Statistics: Posted by Ze_PilOt — 19 Feb 2013, 11:54


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2013-02-19T11:52:48+02:00 2013-02-19T11:52:48+02:00 /viewtopic.php?t=3044&p=31322#p31322 <![CDATA[Re: Team Unitlimit]]>
But priority would be good indeed if possible

Statistics: Posted by -_V_- — 19 Feb 2013, 11:52


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