Forged Alliance Forever Forged Alliance Forever Forums 2016-02-28T01:20:16+02:00 /feed.php?f=42&t=11809 2016-02-28T01:20:16+02:00 2016-02-28T01:20:16+02:00 /viewtopic.php?t=11809&p=121210#p121210 <![CDATA[Re: Amphibious buildings?]]>
NodCommander wrote:
Just want to throw it in here:

While C&C Red Alert 3 certainly had it's flaws, it was a really nice innovation for the series when they brought so much focus around the naval side of things.

More maps should, in my own opinion, have naval mass deposits. And why not allow standard power generators there too? Land factories, if you only allow them to build amphibious units, and so on. I am not saying that this will work 100% well, but I think: Why not give it a try, with a mod or something? :) Worst case scenario is we end up with a fun/silly alternative game mod.



It is a good idea. Btw I am always listening to Soviet March from C&C Red Alert 3 when playing FAF. Good music.

Statistics: Posted by Lieutenant Lich — 28 Feb 2016, 01:20


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2016-02-27T19:26:59+02:00 2016-02-27T19:26:59+02:00 /viewtopic.php?t=11809&p=121174#p121174 <![CDATA[Re: Amphibious buildings?]]>
While C&C Red Alert 3 certainly had it's flaws, it was a really nice innovation for the series when they brought so much focus around the naval side of things.

More maps should, in my own opinion, have naval mass deposits. And why not allow standard power generators there too? Land factories, if you only allow them to build amphibious units, and so on. I am not saying that this will work 100% well, but I think: Why not give it a try, with a mod or something? :) Worst case scenario is we end up with a fun/silly alternative game mod.

Statistics: Posted by NodCommander — 27 Feb 2016, 19:26


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2016-02-26T05:19:08+02:00 2016-02-26T05:19:08+02:00 /viewtopic.php?t=11809&p=121051#p121051 <![CDATA[Re: Amphibious buildings?]]>
Apofenas wrote:
Such mods for amphibious structures already exist in mod vault. You need only to find them.

Anti nuke on ship may not have range of standard anti nuke. By that I also mean height on which it can destroy nuke. Just make it about 1/3 lower, so nuke could just fly past it if navy is not a target, so you can't use it to defend your land base. There are a lot of different ways to make it worse choice than standard anti even if it needs only 240 bp, the question is if it's really needed to be implemented.



Exactly. It doesn't need to be implemented. All we need is an amphibious SMD and that is it.

Statistics: Posted by Lieutenant Lich — 26 Feb 2016, 05:19


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2016-02-26T04:22:19+02:00 2016-02-26T04:22:19+02:00 /viewtopic.php?t=11809&p=121050#p121050 <![CDATA[Re: Amphibious buildings?]]>
Anti nuke on ship may not have range of standard anti nuke. By that I also mean height on which it can destroy nuke. Just make it about 1/3 lower, so nuke could just fly past it if navy is not a target, so you can't use it to defend your land base. There are a lot of different ways to make it worse choice than standard anti even if it needs only 240 bp, the question is if it's really needed to be implemented.

Statistics: Posted by Apofenas — 26 Feb 2016, 04:22


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2016-02-25T23:59:12+02:00 2016-02-25T23:59:12+02:00 /viewtopic.php?t=11809&p=121033#p121033 <![CDATA[Re: Amphibious buildings?]]> 2) Amphibious mexes and mass storages - well, there are no amphibious mass storages to not allow anyone make floating bases. That you can do in Minecraft or somewhere else, if you want to. Because then people would not worry about gaining/losing land on maps with underwater mexes - that'd just mean that they will regain the lost land sometime later with their naval supremacy or aerial supremacy or both combined.
3) Idea of underwater armies and factories - good idea for a mod. But since I don't know how to code and Ithilis (or any other mod creator) is most likely busy with something else, this idea can be realized only by the person who thought of that.

Statistics: Posted by Lieutenant Lich — 25 Feb 2016, 23:59


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2016-02-24T17:28:16+02:00 2016-02-24T17:28:16+02:00 /viewtopic.php?t=11809&p=120915#p120915 <![CDATA[Re: Amphibious buildings?]]> Statistics: Posted by Ithilis_Quo — 24 Feb 2016, 17:28


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2016-02-24T16:48:24+02:00 2016-02-24T16:48:24+02:00 /viewtopic.php?t=11809&p=120911#p120911 <![CDATA[Re: Amphibious buildings?]]>
Also ACs are too cheap compare to standard anti. I think if it was up to getting naval antis in game, I'd suggest to implement new anti nukes, that need 2 missiles to kill nuke and only one anti per ship, but make them be built fast enough with 240 bp.

Can somebody with code knowledge explain if it's possible?

Statistics: Posted by Apofenas — 24 Feb 2016, 16:48


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2016-02-24T12:51:23+02:00 2016-02-24T12:51:23+02:00 /viewtopic.php?t=11809&p=120897#p120897 <![CDATA[Re: Amphibious buildings?]]>

Hmm thinking again since sera battleship have already built power it could be all battleships seraphim can do both fire and defend from nukes. On the other hand if you take the subs they already have rocket start facilities which the battleships dont have.

Statistics: Posted by Iszh — 24 Feb 2016, 12:51


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2016-02-24T12:47:56+02:00 2016-02-24T12:47:56+02:00 /viewtopic.php?t=11809&p=120896#p120896 <![CDATA[Re: Amphibious buildings?]]> Statistics: Posted by Apofenas — 24 Feb 2016, 12:47


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2016-02-23T16:31:21+02:00 2016-02-23T16:31:21+02:00 /viewtopic.php?t=11809&p=120835#p120835 <![CDATA[Re: Amphibious buildings?]]> Statistics: Posted by briang — 23 Feb 2016, 16:31


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2016-02-23T16:02:09+02:00 2016-02-23T16:02:09+02:00 /viewtopic.php?t=11809&p=120831#p120831 <![CDATA[Re: Amphibious buildings?]]>

Statistics: Posted by Iszh — 23 Feb 2016, 16:02


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2016-02-23T15:09:15+02:00 2016-02-23T15:09:15+02:00 /viewtopic.php?t=11809&p=120826#p120826 <![CDATA[Re: Amphibious buildings?]]>
Not to mention you'd build the SMD on the island so you could shield it...

Statistics: Posted by briang — 23 Feb 2016, 15:09


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2016-02-23T06:08:54+02:00 2016-02-23T06:08:54+02:00 /viewtopic.php?t=11809&p=120814#p120814 <![CDATA[Re: Amphibious buildings?]]>
briang wrote:
Hey buddy, I always love talking with you! Please give me a map where naval units are more relevant that accounts for more than 10% of all games on FAF, then make that argument.


Roanoke abyss works? It's a real naval map, not seton eco-shit.

Practicly amphibious smds will be good on any map with main bases located on small islands. On same Roanoke you can build about 5 SMDs in different parts of main island and falling CZAR/asswasher may take out 2 at once. Other SMDs will cover the island, but not navy and naval facilities on that side. So if you want to build proxy base, you have to build it near island.

Statistics: Posted by Apofenas — 23 Feb 2016, 06:08


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2016-02-23T00:32:53+02:00 2016-02-23T00:32:53+02:00 /viewtopic.php?t=11809&p=120801#p120801 <![CDATA[Re: Amphibious buildings?]]>
briang wrote:
Hey buddy, I always love talking with you! Please give me a map where naval units are more relevant that accounts for more than 10% of all games on FAF, then make that argument.


Dont know, but i also dont see usable for amphibious SMD on hilly platau or wonder...

Statistics: Posted by Ithilis_Quo — 23 Feb 2016, 00:32


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2016-02-22T22:12:09+02:00 2016-02-22T22:12:09+02:00 /viewtopic.php?t=11809&p=120795#p120795 <![CDATA[Re: Amphibious buildings?]]> Statistics: Posted by lextoc — 22 Feb 2016, 22:12


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