Forged Alliance Forever Forged Alliance Forever Forums 2017-03-04T19:28:53+02:00 /feed.php?f=41&t=14144 2017-03-04T19:28:53+02:00 2017-03-04T19:28:53+02:00 /viewtopic.php?t=14144&p=144572#p144572 <![CDATA[Re: S-Wars complete pack]]>
Franck83 wrote:
It introduces a different kind of play. A more agressive one. Don't know it is better of not. It's just different.

There are some good ideas (the tactical defence and shield nerf...). Don't know if massive range bonuses are a good idea : may it break the balance between units ?

I like the exclusive feature for factions (paragon for aeon...). Don't really love the idea that equals features between factions. This kills some faction uniqueness and charism.

But i'm not a tactical master, hope this feedback may help.


It sure does!
p.s. the massive ranges are only for missile launchers who can now be easily countered by base defences.
primarly because naval with missiles would outrange missiles from land by more then double the radius, so it actually brings balance.
bases have good defences against most missile volleys with a minimum of missile defences.
And i know what you mean about the faction charism and uniqeness but only one faction with nearly unlimited resources was a bit way to OP.
And i'm going on from the campaign and title to create a more "forged alliance" so that's why you can trough the subcommander gates get every faction if you like.
The sight of seeing uef anti air fighters comming out of an aeon ufo is quite a sight to be honnest.

And i am going for the diffrent game indeed. Most of my friends rarely wanted to play this game because it takes to long.
The start of this mod was mainly to highly improve the game's speed towards action and i think i got that with this one.
and then i sort of kept going i guess and made some other improvements :).

And i do care about balance so i try to keep the game as balanced as possible, that's the reason why i ask for feedback for anything i might have missed.

Statistics: Posted by StylisticSagi — 04 Mar 2017, 19:28


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2017-03-04T18:38:51+02:00 2017-03-04T18:38:51+02:00 /viewtopic.php?t=14144&p=144569#p144569 <![CDATA[Re: S-Wars complete pack]]>
There are some good ideas (the tactical defence and shield nerf...). Don't know if massive range bonuses are a good idea : may it break the balance between units ?

I like the exclusive feature for factions (paragon for aeon...). Don't really love the idea that equals features between factions. This kills some faction uniqueness and charism.

But i'm not a tactical master, hope this feedback may help.

Statistics: Posted by Franck83 — 04 Mar 2017, 18:38


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2017-03-04T17:32:46+02:00 2017-03-04T17:32:46+02:00 /viewtopic.php?t=14144&p=144567#p144567 <![CDATA[Re: S-Wars complete pack]]>
PhilipJFry wrote:
i always knew that 600 mass for a t4 nuke was too expensive

yeah, i'm still thinking about the prices of anti nukes and nukes.
I want to keep the fact that anti nukes are more expensive then nukes but i think anti nukes are to expensive at the moment if you build them early on...
im also thinking of making the nukes faster build as well.
If you have suggestions i'm eager to hear them.

Statistics: Posted by StylisticSagi — 04 Mar 2017, 17:32


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2017-03-04T17:31:03+02:00 2017-03-04T17:31:03+02:00 /viewtopic.php?t=14144&p=144566#p144566 <![CDATA[Re: S-Wars complete pack]]>
KeyBlue wrote:
How does "All commander and sacu upgrades are instantly and half price" work for very high cost upgrades like teleport?
Do you need to have everything in storage before you can start the upgrade?
Or do you just stall super hard until its done?


Well al the upgrades are half price so it's somewhat less of super expensive.
If you lack the resources then almost everything you have will be drained into the upgrading of the commander.
If you really lack the resources your economy will be criplled instantly but you can always cancal an upgrade but you still would have lost the resources you spend on it, no way around it. Same goes for the fast upgrading buildings (cuzz it is really fast -10 seconds).

The fun part around this is that you will be more swiftly change your upgrades because you ca do it very fast.
when an attack you didn't expect is comming you are more eager to change your commander into a fighter then just the builder most people do now.

Statistics: Posted by StylisticSagi — 04 Mar 2017, 17:31


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2017-03-04T13:16:12+02:00 2017-03-04T13:16:12+02:00 /viewtopic.php?t=14144&p=144554#p144554 <![CDATA[Re: S-Wars complete pack]]> Do you need to have everything in storage before you can start the upgrade?
Or do you just stall super hard until its done?

Statistics: Posted by KeyBlue — 04 Mar 2017, 13:16


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2017-03-04T12:08:47+02:00 2017-03-04T12:08:47+02:00 /viewtopic.php?t=14144&p=144551#p144551 <![CDATA[Re: S-Wars complete pack]]> Statistics: Posted by PhilipJFry — 04 Mar 2017, 12:08


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2017-03-04T11:59:17+02:00 2017-03-04T11:59:17+02:00 /viewtopic.php?t=14144&p=144550#p144550 <![CDATA[Re: S-Wars complete pack]]> Statistics: Posted by Exotic_Retard — 04 Mar 2017, 11:59


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2017-03-04T17:35:46+02:00 2017-03-04T11:00:12+02:00 /viewtopic.php?t=14144&p=144549#p144549 <![CDATA[S-Wars complete pack]]> I mainly play it with friends and am not directly looking to play it online with strangers.
Yet i like to know how the die hard faf community feels about these changes.
Note that i have not added new units or removed old ones.
All changes goes for all factions apart from the altered paragon wich can now be build by all factions but generate less.
the mod can be found in the vault onder s-wars complete pack version 1.1

This mod is ment to play a faster more interesting game based more on resources and less on time planning
Players are encouraged to play both aggressive and tech racing at the same time because of the free harrasement of t1 units.

Changes:
-All buildings upgrade very fast this includes both factories and defence/intel buildings
-Paragon (ininite resource center) Built by all factions
-Paragon max mass = 1000 max energy 500000

Resources:
-start the game with double resources
-Energy and Mass Storage x5
-Mass storage no longer buffs mass income but you receive the bonus always like you had built all the mass storage.
-Mass extractors and upgrades 1/4 price and fast build
-All t1 except buildings cost no mass
-All t3 except buildings cost double mass and energy
-Hydro plant generates 1000 energy AND 25 mass to make it more interesting also late game
-Tech 2 and 3 factories are build very fast

Intel and engineers:
-All T3 units have double line of sight
-All units (mobile and structures) with radar have double radar range (not omni or sonar)
-All stealth fields (mobile and structures) have double radius
-All Engineers have triple speed
-All subcommander gates can be built with all factions

Commanders:
-Have double health and health regen rate but start the game with only 2000 health
-All commander and sacu upgrades are instantly and half price
-Double buildrate (stacks with upgrades)
-Triple rate of fire for all weapons including overcharge (stacks with upgrades)
-Shield upgrades have double health and regen (stacks with upgrades)

Combat:
-Structures no longer deal damage when destroyed except for the paragon so no chain reactions
-All land units and mobile shields have double health
-T3 mobile artillery and anti air has double rate of fire to count up for there increased cost
-T3 anti air structures have a small area of effect (half of t2 anti air)
-T3 Units are build twice as fast
-T1 defences built 5 times faster
-Gunships now have area of effect but fire less accurate
-Torpedo bomber planes are now more effective by various factors
-All aircraft has only half the fuel to create a need for air staging and aircraft carriers in large maps
-Navel now all moves at the same speed because naval had a hard time moving around in groups with diffrent tech
-Torpedo's now live longer so they combat groups more effectivly

-fix for beam weapons who keep firing after every enemy is eliminated

Missiles:
-Tactical missile defence structures fires 10 times faster
-Naval missile defences have double rate of fire
-All tactical missiles except buildable ones now track their target
-T2 missile launcher structures have triple range but they do not have missile tracking
-All mobile land missile launchers have double range

Nukes:
-Nukes have a smaller area of effect
-Anti nukes can be placed in the sea and can only hold 3 anti nukes
-Nukes are 90% cheaper
-anti nukes are cheaper and fast build but they are more expensive then nukes!
-Seraphin experimental nuke is also affected by changes, it still makes nukes at fast rate but now at a much cheaper price
-the nuke does the same damage and in the same radius as a normal nuke but it still needs 2 anti misisles to be destroyed

Statistics: Posted by StylisticSagi — 04 Mar 2017, 11:00


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