Forged Alliance Forever Forged Alliance Forever Forums 2015-09-08T20:29:58+02:00 /feed.php?f=42&t=10641 2015-09-08T20:29:58+02:00 2015-09-08T20:29:58+02:00 /viewtopic.php?t=10641&p=109669#p109669 <![CDATA[Re: Build distance / assistance]]>
Exotic_Retard wrote:
remember this would make building lines of things a pain. especially walls.

maybe make it so that some structures (4x4,mexes,radar) get built from max range but other ones (pgens,1x1) get build from min range like now?


I like this, no scratch that, I love it, getting the best of both worlds. It would be quite nice to remove a lot of the tedious micro involved in expanding and leave more room for strategy while still retaining the good parts of the current system. Any word on if it's possible to implement? Maybe have them start at a little under max range to prevent possible issues.

Statistics: Posted by Ceneraii — 08 Sep 2015, 20:29


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2015-09-08T15:56:49+02:00 2015-09-08T15:56:49+02:00 /viewtopic.php?t=10641&p=109645#p109645 <![CDATA[Re: Build distance / assistance]]> Let ACU's always build at max range, let Engineers and sACU's build as they do now

Engineers have short build-range anyway, and what they do is not that critical as you have many of them.

However, if the ACU could always build and reclaim at Max range then I think that would be better. No more fumbled starts to your game by a wrong guess, and no unintended ACU deaths because he decided to walk to a bad location.

Statistics: Posted by Valki — 08 Sep 2015, 15:56


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2015-09-08T14:07:31+02:00 2015-09-08T14:07:31+02:00 /viewtopic.php?t=10641&p=109637#p109637 <![CDATA[Re: Build distance / assistance]]> Statistics: Posted by wasdf — 08 Sep 2015, 14:07


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2015-09-08T13:09:09+02:00 2015-09-08T13:09:09+02:00 /viewtopic.php?t=10641&p=109635#p109635 <![CDATA[Re: Build distance / assistance]]>
maybe make it so that some structures (4x4,mexes,radar) get built from max range but other ones (pgens,1x1) get build from min range like now?

Statistics: Posted by Exotic_Retard — 08 Sep 2015, 13:09


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2015-09-08T10:47:49+02:00 2015-09-08T10:47:49+02:00 /viewtopic.php?t=10641&p=109624#p109624 <![CDATA[Re: Build distance / assistance]]>
Anyway having engineers start building at max range might help to reduce some engy clutter and reduce some micro, as well as helping to reduce the skillgap between good and average players (especially in 1v1), so it might be a good change. Worth debating actually I think, assuming it's possible to implement.

Statistics: Posted by Ceneraii — 08 Sep 2015, 10:47


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2015-09-07T03:01:01+02:00 2015-09-07T03:01:01+02:00 /viewtopic.php?t=10641&p=109558#p109558 <![CDATA[Re: Build distance / assistance]]>
Zoram wrote:
I see the fact that the ACU starts building only when he's reached the building site instead of when he's in range as an oversight of the developpers,


It was not an oversight by the developers. The reason a construction unit moves all the way up to the build location is to save time for the next unit to be built, such as in a line of power generators. If the construction unit always started to build at its max range, then it will just waste time moving that small distance to the next site after it has finished the first unit to build in a series.

Ideally it would be nice if units could start building as it gets into range and, while it continues to build, move right up to the build site.

Statistics: Posted by The Mak — 07 Sep 2015, 03:01


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2015-08-28T16:00:58+02:00 2015-08-28T16:00:58+02:00 /viewtopic.php?t=10641&p=108705#p108705 <![CDATA[Re: Build distance / assistance]]>
Sure, once you noticed you will put in a way point before you build order and get an advantage over those who don't know/ forgot, but its quite silly and doesn't add anything to the game. If it can be fixed, I believe it should.

For the second idea, it would just be building on what is already existing, you can do it if you assist the first engineer, but that is quite tedious to do, as its not that easy to find the engineer. Nothing ground breaking, just something I wished I could do sometimes

Statistics: Posted by Zoram — 28 Aug 2015, 16:00


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2015-08-28T14:54:01+02:00 2015-08-28T14:54:01+02:00 /viewtopic.php?t=10641&p=108698#p108698 <![CDATA[Re: Build distance / assistance]]> Statistics: Posted by Mechsangoku — 28 Aug 2015, 14:54


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2015-08-21T22:35:51+02:00 2015-08-21T22:35:51+02:00 /viewtopic.php?t=10641&p=108198#p108198 <![CDATA[Build distance / assistance]]>
Second idea: currently, if one engineers assist another and reaches the target build site first, it will start the building. In practice it's quite hard to leverage. Would it be possible to have one engineers ordered to start on a building without having to find the first engineer ?

i.e: you have a mexx build queue; you mess up and notice you have an engie right next to a mass spot far in the queue. You can't start building a mexx there unless you cancel the first build order. Slightly annoying.

Statistics: Posted by Zoram — 21 Aug 2015, 22:35


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