Forged Alliance Forever Forged Alliance Forever Forums 2017-08-05T07:50:16+02:00 /feed.php?f=42&t=14856 2017-08-05T07:50:16+02:00 2017-08-05T07:50:16+02:00 /viewtopic.php?t=14856&p=152856#p152856 <![CDATA[Re: [Suggestion]: Half built mexes]]> It's not about changing how anything works with raids, its more to do the aftermath, and then you're expanding and you have random gaps in your mex queues because this invisible (from a certain LOD) half built mex on 1hp is sitting around.

Preserving depth and the "strategy" of the game is top priority, forcing the other players to f*ck around with engine flaws and LOD issues is not "strategy" and not the path we want to go down.

Statistics: Posted by biass — 05 Aug 2017, 07:50


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2017-08-05T05:40:10+02:00 2017-08-05T05:40:10+02:00 /viewtopic.php?t=14856&p=152855#p152855 <![CDATA[Re: [Suggestion]: Half built mexes]]>
If u read the op, biass gives a few solutions and his preference is solution 3. However he says it would be hard to code. I'm saying similar code already exists in the SCU logic where it rebuilds destroyed buildings (note: I'm not talking about repairing half built buildings, I'm talking about scu assists a finished shield and if it dies the scu will automatically _build_ a new one). We can harvest the code from that to make a feature that does this: create an order where it will finish rebuilding a mex, but if the mex dies while enroute, build a new one. That is pretty much what biass is asking for. An improvement would be to make it so you don't have to repair or assist but just build straight over. The goal here is to allow the user to quickly place mexes and ui difference is same when mex is empty or half full

My next target for uiparty will be to add something like 1 click wonder. Basically an easy way to eco like add templates around structures, start upgrading mexes, etc. I might put this in. I can't if it requires sim code

My belief is the easier you make the ui, the more strategic the game is.

Statistics: Posted by nine2 — 05 Aug 2017, 05:40


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2017-08-04T21:53:20+02:00 2017-08-04T21:53:20+02:00 /viewtopic.php?t=14856&p=152851#p152851 <![CDATA[Re: [Suggestion]: Half built mexes]]> Statistics: Posted by Morax — 04 Aug 2017, 21:53


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2017-08-04T21:05:43+02:00 2017-08-04T21:05:43+02:00 /viewtopic.php?t=14856&p=152850#p152850 <![CDATA[Re: [Suggestion]: Half built mexes]]>
your "idea" (whatever you call it) only allow a engie to rebuild a mexx asap when it is killed while engie was assisting it.

the situation biass describe is when engie is dead, and you gotta have to send another engie to grab the expansion again.

Statistics: Posted by keyser — 04 Aug 2017, 21:05


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2017-08-04T21:01:36+02:00 2017-08-04T21:01:36+02:00 /viewtopic.php?t=14856&p=152849#p152849 <![CDATA[Re: [Suggestion]: Half built mexes]]>
keyser wrote:
all engies have that feature, and that doesn't help in any sort in this case.


Uh how doesn't it help?

Statistics: Posted by nine2 — 04 Aug 2017, 21:01


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2017-08-04T20:54:29+02:00 2017-08-04T20:54:29+02:00 /viewtopic.php?t=14856&p=152847#p152847 <![CDATA[Re: [Suggestion]: Half built mexes]]> Statistics: Posted by keyser — 04 Aug 2017, 20:54


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2017-08-04T20:53:08+02:00 2017-08-04T20:53:08+02:00 /viewtopic.php?t=14856&p=152846#p152846 <![CDATA[Re: [Suggestion]: Half built mexes]]> Statistics: Posted by Morax — 04 Aug 2017, 20:53


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2017-08-04T20:43:20+02:00 2017-08-04T20:43:20+02:00 /viewtopic.php?t=14856&p=152845#p152845 <![CDATA[Re: [Suggestion]: Half built mexes]]> Statistics: Posted by keyser — 04 Aug 2017, 20:43


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2017-08-04T20:38:11+02:00 2017-08-04T20:38:11+02:00 /viewtopic.php?t=14856&p=152844#p152844 <![CDATA[Re: [Suggestion]: Half built mexes]]>
Thus the real fix (#3) is probs possible

Statistics: Posted by nine2 — 04 Aug 2017, 20:38


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2017-08-02T01:36:22+02:00 2017-08-02T01:36:22+02:00 /viewtopic.php?t=14856&p=152770#p152770 <![CDATA[Re: [Suggestion]: Half built mexes]]>
biass wrote:
i can also understand you not wanting to change it for skill cap reasons but i have like 15 apm :/


This is legit one of the best strategies you can use: kill an engineer on a "typical build path" midway through as highlighted below on a "typical open palms game." Predictability is one of the biggest vulnerabilities, so purposefully attacking an opponent and inducing the frustration you outlined is not something that should be fixed in any way.

Image

Statistics: Posted by Morax — 02 Aug 2017, 01:36


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2017-07-21T17:52:15+02:00 2017-07-21T17:52:15+02:00 /viewtopic.php?t=14856&p=152292#p152292 <![CDATA[Re: [Suggestion]: Half built mexes]]> Statistics: Posted by Farmsletje — 21 Jul 2017, 17:52


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2017-07-08T16:38:08+02:00 2017-07-08T16:38:08+02:00 /viewtopic.php?t=14856&p=151830#p151830 <![CDATA[[Suggestion]: Half built mexes]]>
Here were some simple suggestions for QOL changes to the issue
1. Increase decay on unbuilt mexes (so they dissapear faster if they're not being made)
2. Increase damage dealt to unbuilt mexes by a large amount (so raiding units can also kill the unbuilt mex as it walks away)
3. Somehow change the mex hotkey to "repair unbuilt mex, but if the mex dissapears build a new one" command but uh, good luck coding that one

anything other suggestions?

Spoiler: show
i can also understand you not wanting to change it for skill cap reasons but i have like 15 apm :/

Statistics: Posted by biass — 08 Jul 2017, 16:38


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