Forged Alliance Forever Forged Alliance Forever Forums 2015-11-23T16:45:48+02:00 /feed.php?f=42&t=11069 2015-11-23T16:45:48+02:00 2015-11-23T16:45:48+02:00 /viewtopic.php?t=11069&p=114584#p114584 <![CDATA[Re: Transport buff]]>
Any change in isolation is problematic I agree. Of course I haven't made changes in isolation and have refined my changes over time based on testing.

If you adjust the T3 environment then modest HP buffs are meaningful as well. I think I now have a working model demonstrating this in the v5 Air Leverage mod. I've listened to your feedback in the past and changes have been made based on the collected feedback from all posters and testers.

A t1 stealth ability for transports is certainly worth trying - it does open up late-game sneaky tactics

Statistics: Posted by Korbah — 23 Nov 2015, 16:45


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2015-11-23T16:16:10+02:00 2015-11-23T16:16:10+02:00 /viewtopic.php?t=11069&p=114579#p114579 <![CDATA[Re: Transport buff]]> Statistics: Posted by briang — 23 Nov 2015, 16:16


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2015-11-23T11:06:10+02:00 2015-11-23T11:06:10+02:00 /viewtopic.php?t=11069&p=114558#p114558 <![CDATA[Re: Transport buff]]>
Korbah wrote:
So I've looked at the paratrooper mod's code


Basically the key things it does is:
- makes it 100% likely that land units survive air crash
- applies a dmg penalty
- adds a hot drop ability

thoughts?


I neat way to effect the unit drop from a transport is to use a projectile that's skinned like the unit(s) in question. This would avoid some of the errors that are possible when a unit lands on something it shouldn't such as water.

Now as for the mechanics of this, you'd have to do the following:
-Pass any veterancy data the unit may have the its doppelgänger projectile.
-give the projectile hit-points equal to the unit(s) so it can take damage from fire while falling.
-Drop the projectile(s) at a speed / angle matching the movement of the transport and the location / orientation of the unit(s).
-Add a simple contrail FX to the unit falling.
-OnImpact we can either spawn unit and pass the appropriate veterancy / hit-points. We can spawn a corpse matching the unit type. We can force the projectiles velocity to "reset" and then sink into the water, later spawning a corpse on the seabed.

Keep in mind however that a projectile is likely to impact shields and thus should be flagged beforehand to avoid this.

Resin

Statistics: Posted by Resin_Smoker — 23 Nov 2015, 11:06


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2015-11-22T16:58:02+02:00 2015-11-22T16:58:02+02:00 /viewtopic.php?t=11069&p=114539#p114539 <![CDATA[Re: Transport buff]]>
You can try my mod air leverage from the vault to see if you like tougher transports within the current faf meta game as a demonstration

Statistics: Posted by Korbah — 22 Nov 2015, 16:58


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2015-11-22T14:06:16+02:00 2015-11-22T14:06:16+02:00 /viewtopic.php?t=11069&p=114529#p114529 <![CDATA[Re: Transport buff]]>

why not use the transport of the 3596 ?


t1 800 hp

t2 3000 hp with some hp difference per faction

for the same cost as now

the ghetto gunship will be then a true snipe engine, drops everywhere. even add a t3 transport for every faction ( taken from brewlan mod )
the t3 could get the buff that their transport can't be killed like i did in my mod


Could really add strategies to the game play especially in the map control over air this time and not only from land like it is now

Statistics: Posted by dstojkov — 22 Nov 2015, 14:06


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2015-11-22T13:08:24+02:00 2015-11-22T13:08:24+02:00 /viewtopic.php?t=11069&p=114526#p114526 <![CDATA[Re: Transport buff]]>

Basically the key things it does is:
- makes it 100% likely that land units survive air crash
- applies a dmg penalty
- adds a hot drop ability

I think the important values are the first two:
- you can make the dmg penalty 10K which will insta-kill everything that's not a acu or a scu. Percies are 9.3k for example
- Thus acu/scu will survive with a very hefty dmg hit (and if less than 10k hp will also die)

thoughts?

Statistics: Posted by Korbah — 22 Nov 2015, 13:08


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2015-11-21T16:16:09+02:00 2015-11-21T16:16:09+02:00 /viewtopic.php?t=11069&p=114487#p114487 <![CDATA[Re: Transport buff]]>
bigcrap757 wrote:
I haven't considered the balance implications too much, but having better transports might have a really good effect on the game, both for 1v1 and team games. For me at least, strategy games are always better when there is a war on multiple fronts. Having better transports would allow us to do this, via engineers building proxy bases in the enemy's territory. It would completely change a team's priorities if there was a base in their territory. It could force air players to build land units, front to pull back units, etc. In addition, these bases could be made anywhere (though likely in resource rich areas) , thus giving a large range of possible proxy bases on some maps. Finally, it would be refreshing to manage two bases instead of just one. Feel free to tell me something that I overlooked.


bigcrap757 wrote:
I'm not sure we should have transports show up as a single radar singutare, that would be a nightmare on maps like seton where early game you don't have enough aircraft to patrol all possible areas. I'm also not sure about giving units a chance to survive after crash because I dont like luck in rts games.


lol whut? You should really create separate accounts for your split personalities.

Statistics: Posted by Rudolph'sRedNose — 21 Nov 2015, 16:16


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2015-11-21T13:53:01+02:00 2015-11-21T13:53:01+02:00 /viewtopic.php?t=11069&p=114483#p114483 <![CDATA[Re: Transport buff]]>
bigcrap757 wrote:
I'm not sure we should have transports show up as a single radar singutare, that would be a nightmare on maps like seton where early game you don't have enough aircraft to patrol all possible areas. I'm also not sure about giving units a chance to survive after crash because I dont like luck in rts games.


when I play setons I always build some land scout to preven secret base/drop (I won few games becouse of it)

Statistics: Posted by ZeRen — 21 Nov 2015, 13:53


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2015-11-21T08:54:55+02:00 2015-11-21T08:54:55+02:00 /viewtopic.php?t=11069&p=114476#p114476 <![CDATA[Re: Transport buff]]> Statistics: Posted by bigcrap757 — 21 Nov 2015, 08:54


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2015-11-21T06:23:59+02:00 2015-11-21T06:23:59+02:00 /viewtopic.php?t=11069&p=114473#p114473 <![CDATA[Re: Transport buff]]>

I'll look at this tomorrow and see if I can get it working again - if I can get it working I'll mod my Air Leverage mod such that ACU's/SCU's don't die on transport crash (just hefty dmg hit)

Statistics: Posted by Korbah — 21 Nov 2015, 06:23


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2015-11-21T01:30:17+02:00 2015-11-21T01:30:17+02:00 /viewtopic.php?t=11069&p=114467#p114467 <![CDATA[Re: Transport buff]]>
Resin_Smoker wrote:
Allow transports to hot-drop units in a pinch. Units that fall take damage based on the height fallen.


Solution is already available, just needs to be fixed for current patch.

Statistics: Posted by The Mak — 21 Nov 2015, 01:30


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2015-11-20T19:41:19+02:00 2015-11-20T19:41:19+02:00 /viewtopic.php?t=11069&p=114453#p114453 <![CDATA[Re: Transport buff]]>
I love it.

Statistics: Posted by Rudolph'sRedNose — 20 Nov 2015, 19:41


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2015-11-20T02:16:58+02:00 2015-11-20T02:16:58+02:00 /viewtopic.php?t=11069&p=114416#p114416 <![CDATA[Re: Transport buff]]>
Ithilis_Quo wrote:
main issue with transport is that units in transport are visible on radar what mean everyone know that this blis is transport and its very important shoot it down asap. Fix this would make much more succesful drop. But its not so easy, one potencial solution is add personal stealth on land units that would be turn on only when its on transport. -> its a lot of work.

Or get stealth field on transport, but it also aplly on transport itself, so its not ideal.

One compromise idea (by myself) was add hight energy consumption stealth field on T1 transport, with is weak by hp and speed, and can carry only single T3 unit. but can carry it with succed. When we are talking about hight energy upkeep then its number that prohib use them too early but move then more on late game, so we are takling about numbers as 500e/s


I just made this work. It took like, 3 minutes... I told you it wouldn't be hard months ago :/

Statistics: Posted by IceDreamer — 20 Nov 2015, 02:16


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2015-11-20T01:18:03+02:00 2015-11-20T01:18:03+02:00 /viewtopic.php?t=11069&p=114413#p114413 <![CDATA[Re: Transport buff]]> Statistics: Posted by Resin_Smoker — 20 Nov 2015, 01:18


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2015-11-19T05:56:53+02:00 2015-11-19T05:56:53+02:00 /viewtopic.php?t=11069&p=114337#p114337 <![CDATA[Re: Transport buff]]>
Ithilis_Quo wrote:
main issue with transport is that units in transport are visible on radar what mean everyone know that this blis is transport and its very important shoot it down asap. Fix this would make much more succesful drop. But its not so easy, one potencial solution is add personal stealth on land units that would be turn on only when its on transport. -> its a lot of work.

Or get stealth field on transport, but it also aplly on transport itself, so its not ideal.

One compromise idea (by myself) was add hight energy consumption stealth field on T1 transport, with is weak by hp and speed, and can carry only single T3 unit. but can carry it with succed. When we are talking about hight energy upkeep then its number that prohib use them too early but move then more on late game, so we are takling about numbers as 500e/s


I actually like this idea. If they put that into the beta version I would definitely test it. Would be pretty easy to refine the exact value of Energy per tick it should use.

Statistics: Posted by briang — 19 Nov 2015, 05:56


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