About t3 rush:
Yes you will mass stall. But you will either have to constantly pause/unpause your factory (another unintuitive thing..), or just live with it. It won't even the huge buff to t3 out, not even a little bit.
With adjusting i mean: right now, or in our mod, you can decide if you spend 1,5,20, 50 or anything between mass per tick on t3. With your factories you could spend only 50, 100, 150 etc. (numbers as example).
Statistics: Posted by Veta — 28 Feb 2013, 17:49
Statistics: Posted by Zock — 28 Feb 2013, 16:24
Zock wrote:
My two concerns:
You will still have this problem.
Zock wrote:
And a t3 land factory has how much BP? 300? That is an effective cost decrease for the first factory of 2496 mass, because you don't need to pay that buildpower in t1 engys anymore. This means its much more appealing to rush t3.
And you can't really adjust your eco anymore. Alone your first t3 factory would drain huge amounts of mass, and makes it impossible to produce other things while its running, when you don't have a great income. That was the reason we didn't go for that solution.
MushrooMars wrote:
So, I must say something. Everyone's all worked up about engineer efficiency and whatnot, when I just must ask a question; why not just give a straight-up buff to engineer efficiency? None of this mucking about with equivalent build power, tech structures and PD creep, just BUFF them. Make T2 Engie and Fac more efficient than T1, and T3 more efficient than T2, because that's how it SHOULD work. Engineering structures are more efficient than all of them, while the Aeon and Sera T3 engies retain their superior build power to UEF and Cybran T3 engies.
MushrooMars wrote:
But PD creep--
Then increase PD build time! Or decrease engineer health!
But factories are--
Then make factories have equal efficiency to their respective tech-level engineers!
MushrooMars wrote:
Jeeze people, I understand balance is a touchy issue, but I've been modding this game log enough to know that, if anything, it is EASY TO FIX! And I must add, would it be such a bad thing if build power was a bit higher? This game is slow as it is.
What about increasing all t2 buildpowers and buildtimes by a factor (eg. 1.5 or 2). Same for t3. But make t2 engys build t1 with less bp than they do t2 or t3. Same for t3 engys building t2/t1. This would make engys at the same level as the building/unit thats beeing built most efficent. And t1 engys in lategame more or less useless, because assisting a t3 fac won't be as efficent as bulding t2/t3 engies supporting it.
With this nerv of t1 engys assisting higher tech, factories have to become cheaper. I'd say make the t2 factory about 500m instead of 800. T3 facs cost decreased a bit too. (has to be tested out)
Statistics: Posted by Veta — 28 Feb 2013, 15:58
Statistics: Posted by Bibblson — 28 Feb 2013, 15:41
Statistics: Posted by MushrooMars — 28 Feb 2013, 15:21
I did not want to have the problem of point defense creeping that would come from simply buffing engie build power.
Statistics: Posted by Zock — 28 Feb 2013, 12:55
All engineers now have a Mass/BP cost of 12
--I accomplished this by changing the cost of t2 and t3 engineers and leaving their BP the same
All factories now have a Mass/BP cost of 10
--I accomplished this in a similar fashion to the featured engie mod with 1 major difference
--factory costs are still the same
There is no tech building
--Instead of a tech building I greatly increase the time it takes to upgrade a factory, tying it to engineer build times
My goal is for this mod to feel intuitive to a new player while maintaining the complexity of strategy and tactics that makes this game epic.
Statistics: Posted by Veta — 28 Feb 2013, 06:09