Forged Alliance Forever Forged Alliance Forever Forums 2016-04-14T23:53:25+02:00 /feed.php?f=41&t=12242 2016-04-12T16:17:03+02:00 2016-04-12T16:17:03+02:00 /viewtopic.php?t=12242&p=125042#p125042 <![CDATA[Re: Colonials Faction]]> Statistics: Posted by nine2 — 12 Apr 2016, 16:17


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2016-04-14T23:53:25+02:00 2016-04-11T23:34:02+02:00 /viewtopic.php?t=12242&p=125016#p125016 <![CDATA[Colonials Faction]]>
In a nut shell; The Colonials used much of the tech currently used in the game for exploration and exploitation, which was then eventually used for warfare (along with other faction's own stuff). This is just lore bullshit though, I am not making a campaign so the backstory isn't important, just gameplay and balance.


Strengths - Intel, exploration, exploitation. Less defensive than UEF but more offensive essentially. Or alternatively, more defensive than Cybran but less offensive. Though a mild mix of UEF, Cybran, and Aeon with a very small hint of Seraphim may be nearer the mark.

Weaknesses - Not the best at anything.


T1 Land;

Scout/Lab - Can fire from transport.

LAV - Similar to Mantis strengths and abilities but with faster rate of fire and lower dps. Floats on water like engies.

Arty - Similar to Lobo strengths and abilities, probably appearance as well.


T1 Air;

Scout - Slight boost to speed and cost?

Intercepter - On par with others.

Bomber - On par with others.


T1 Navy;

Scout - Patrol Boat.

Sub - On par with others.

Frigate - On par with others.



T2 Land;

Scout - Better than T1.

Tank - A simple functional design. Similar to a moving Cerberus turret perhaps.

Hover Tank - On par with others.

MML - On par with others.

Mobile Shield - On par with others. Upgradable to T3?


T2 Air;

Scout - Better than T1.

T2 Bomber - Exclusively a bomber.

Gunship - Better than others but no T3 version maybe. Slight increase to cost for early balance. Ilshivas in the air basically.

Torp Bomber - Weaker than others but T3 version.


T2 Navy;

Scout Sub - Can cloak? Or Selen ability?

Sub - On par with others.

Destroyer - A simple functional design.

Cruiser - Weaker damage but more AOE?



T3 Land;

Scout - Better than T2. Radar Jammer?

Tank - A simple functional design.

Amphibious Assault Craft - Floats on water. A little better than T2 version (still slower on water like all others), more of a 2.5 unit maybe that is useful when spammed a bit. Submersible and fires weak torps underwater?

Arty - On par with others.

MML Arty- Launches "missile" into air, missile fires arty shot directly to target (maybe reuse Mercy stuff). Less powerful but more accurate.


T3 Air;

Scout - On par with others.

ASF - On par with others.

Bomber - On par with others. With weak flak, or strong flak with very slow rate of fire.

Torp Bomber - Similar to Sera torp bomber I guess. Lower damage but stun effect?


T3 Navy;

Scout - Better than T2. Sonar jammer?

Battleship - On par with others.

Battle Cruiser - On par with others.

Carrier? - I don't think it is needed. An experimental can cover this rather minor role.

Shield Boat - Stronger than UEF one but more cost.



T4 ideas so far (the more of these the better since I wouldn't mind using some to give the other factions one more T4 each);

MML Air Factory - Kind of a Fatboy/Atlantis hybrid. Missiles instead of arty so it can be defended against differently. Some SAMs for decent anti-air. Fills carrier role. Not submersible?

MAD (Mutually Assured Destruction) Tank - Kinda like a Sera T4 Assault Bot in that it kills stuff when it dies, only less direct firepower when alive (maybe more health and slower speed as well) and more destruction on death (same as strat nuke maybe or less AOE). More of a support experimental since it will need an escort to get it in or near the base before it dies. Stealth? Radar jammer?

Dropship- Huge Air Transport with a ton of health + weak shield. No weapons. Stealth? Or cloaked when not moving? Radar Jammer?

Hover fortress maybe, something direct fire with no production ability, or a combo of one direct fire weapon and two weaker ranged weapons. Triangle fort with circular towers on ends, front tower direct fire, two rear towers ranged. Direct assault Fatboy kinda that isn't so weak up close or strong at range. Stays above water or submersible? Weakish torps instead of main weapons when underwater?

Maybe something like Novax (orbital missile platform?) but reworked to do something else. Tac missile barrage? Strat or tac nuke launcher in space? Less damage but more AOE? Make the building cheapish (like Novax) but the missiles need to be built? Or weak constant attack like Novax with free missiles (cruiser in space)?


All ideas and suggestions are welcomed, even ones I don't care for can lead me to think of something I do like:P. Feel free to be blunt, I don't get offended. Gameplay and balance are the main concerns, reusing similar existing units (their code) and slightly rebalancing them are mostly what this would be in order to maintain the current balance as easily as possible. Models, textures, animations (will most likely reuse existing ones anyway) I can do later when gameplay and balance are working as desired (shouldn't take long since I don't have to make anything organic). Of course there is no guarantee I will do all of this or even release it if I do, I am just making it for me and for the fun of it. I also currently have another mod project, much much larger than this one, so this will just be another digital hobby.

Statistics: Posted by alreadyded — 11 Apr 2016, 23:34


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