Forged Alliance Forever Forged Alliance Forever Forums 2019-12-07T22:38:20+02:00 /feed.php?f=42&t=18482 2019-12-07T22:38:20+02:00 2019-12-07T22:38:20+02:00 /viewtopic.php?t=18482&p=180258#p180258 <![CDATA[Re: Remove the Factory HQ system]]> Statistics: Posted by ____ — 07 Dec 2019, 22:38


]]>
2019-12-07T22:31:10+02:00 2019-12-07T22:31:10+02:00 /viewtopic.php?t=18482&p=180257#p180257 <![CDATA[Re: Remove the Factory HQ system]]>
Degulum wrote:
keyser wrote:honestly we are past arguing the HQ. There won't be any roll back on this one change.

can still point our several issue in what you said.

While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base which would mean that they are more defended than your ACU, so if a player has the chance to snipe your HQ he also has a bigger chance at sniping your ACU.

tml snipe or air snipe are seen on HQ (even at high level), and doesn't mean you could snipe the acu with those. Also to a lesser extend it impact trade base.

you also completely miss why we introduce that change in the first place, which is the reduction of T1 engie spam, leading to increase of game speed in late game and less pathfinding issue overall.



In what way would the HQ prevent engie spam? And isnt it counterproductive to lock all acces to T2/3 Factories until you have upgraded your HQ meaning that players will want to assist that one HQ upgrade with loads of engies?


in the way that to unlock Tech you have to pay for it (HQ) then you have support facto benefit from the adjency. Which you don't get if you just assist an hq with ton of engie. also as i said there is less pathfinding issue, so unit actually get into the field and aren't stuck in the base.

Statistics: Posted by keyser — 07 Dec 2019, 22:31


]]>
2019-12-07T22:03:32+02:00 2019-12-07T22:03:32+02:00 /viewtopic.php?t=18482&p=180256#p180256 <![CDATA[Re: Remove the Factory HQ system]]>
keyser wrote:
honestly we are past arguing the HQ. There won't be any roll back on this one change.

can still point our several issue in what you said.

While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base which would mean that they are more defended than your ACU, so if a player has the chance to snipe your HQ he also has a bigger chance at sniping your ACU.

tml snipe or air snipe are seen on HQ (even at high level), and doesn't mean you could snipe the acu with those. Also to a lesser extend it impact trade base.

you also completely miss why we introduce that change in the first place, which is the reduction of T1 engie spam, leading to increase of game speed in late game and less pathfinding issue overall.



In what way would the HQ prevent engie spam? And isnt it counterproductive to lock all acces to T2/3 Factories until you have upgraded your HQ meaning that players will want to assist that one HQ upgrade with loads of engies?

Statistics: Posted by Degulum — 07 Dec 2019, 22:03


]]>
2019-12-07T22:01:15+02:00 2019-12-07T22:01:15+02:00 /viewtopic.php?t=18482&p=180255#p180255 <![CDATA[Re: Remove the Factory HQ system]]>
ZeRen wrote:
my answer is yes, HQs allow to get cheap higher tier spam without ruining T1 stage

it is better to have more cheap support factories, then one expensive with milion assisting engies

Factory HQs give players the opportunity to snipe the enemy's mobile unit Tech level and reset it back to T1.
While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base

you would be suprised


that's literally what the HQ is a more expensive Factory which all the engies assist

Statistics: Posted by Degulum — 07 Dec 2019, 22:01


]]>
2019-12-07T20:40:20+02:00 2019-12-07T20:40:20+02:00 /viewtopic.php?t=18482&p=180253#p180253 <![CDATA[Re: Remove the Factory HQ system]]>
can still point our several issue in what you said.


While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base which would mean that they are more defended than your ACU, so if a player has the chance to snipe your HQ he also has a bigger chance at sniping your ACU.

tml snipe or air snipe are seen on HQ (even at high level), and doesn't mean you could snipe the acu with those. Also to a lesser extend it impact trade base.

you also completely miss why we introduce that change in the first place, which is the reduction of T1 engie spam, leading to increase of game speed in late game and less pathfinding issue overall.

Statistics: Posted by keyser — 07 Dec 2019, 20:40


]]>
2019-12-07T20:35:55+02:00 2019-12-07T20:35:55+02:00 /viewtopic.php?t=18482&p=180252#p180252 <![CDATA[Re: Remove the Factory HQ system]]>
it is better to have more cheap support factories, then one expensive with milion assisting engies


Factory HQs give players the opportunity to snipe the enemy's mobile unit Tech level and reset it back to T1.
While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base

you would be suprised

Statistics: Posted by ZeRen — 07 Dec 2019, 20:35


]]>
2019-12-07T17:43:23+02:00 2019-12-07T17:43:23+02:00 /viewtopic.php?t=18482&p=180250#p180250 <![CDATA[Remove the Factory HQ system]]>
I do not know if this has been discussed before so please don't kill me for bringing it up.

Factories are a key part of the sup com Gameplay but are Factory HQs really necessary?

My answer is no, no they are not necessary and actually disruptive to the gameplay, but let us discuss the pros first.
Factory HQs give players the opportunity to snipe the enemy's mobile unit Tech level and reset it back to T1.
While this is true on a technical level id say with 90% certainty that this will never happen in any game because HQs are built almost at the center of your Main base which would mean that they are more defended than your ACU, so if a player has the chance to snipe your HQ he also has a bigger chance at sniping your ACU.
Next up, this isn't really a pro nor a con. Factory HQs have a 25% longer build time and thus prolong each tech phase.
This is just a small side fact but may have an unnoticeable impact on gameplay, you can form your own opinion about this.

Now the cons,
They break templates.
If you have a factory HQ in your Template, that template will not appear in the list.
They are annoying to implement in ai scripts. When creating Factory upgrade scripts you will have to write additional code which may have a performance impact.
They are broken. you cannot double click select them and support factories at the same time and
not only do they not give you any rebuild bonus but they are also missing animations and are also not very nice to look at.
They are useless in later gameplay. They are except maybe useful as an expensive wall.

Statistics: Posted by Degulum — 07 Dec 2019, 17:43


]]>