Firewall wrote:FunkOff wrote:For mass fabs, we should remove the death weapon, reduce e consumption to 20, and make them cost 300 mass.
Funkoff. Those are SupCom Vannila statistics!!!! You know where that is going... Fab Spam. Fabricators should be an expensive option. Period. They should never be compeditive with extractors, or extractor upgrades. To do so would take us back to the turtle fest that was Vanilla.
Statistics: Posted by Hawkei — 13 Jun 2013, 08:12
Statistics: Posted by Ithilis_Quo — 11 Jun 2013, 20:22
Statistics: Posted by Ithilis_Quo — 11 Jun 2013, 16:05
FunkOff wrote:For mass fabs, we should remove the death weapon, reduce e consumption to 20, and make them cost 300 mass.
Statistics: Posted by Mycen — 11 Jun 2013, 16:02
Statistics: Posted by Hawkei — 11 Jun 2013, 08:47
Ithilis_Quo wrote:
Mass fabricator T2/T3: mass fabricators are present in almost unused and set to its high price, explosiveness and extremely energy intensity almost unusable. And that makes this building unique building unusable and it is wrong. FA is thus unlike the original supcom preparing for a building that would also be able faf in place. The main change that occurred between the FA and supreme commander not add seraphim, but the change in mass distribution, which has doubled increase Mass extractors, extractors doubled energy consumption and production rate dropped to half what mean that their effectiveness is 8 times lower than previously. The purpose of this change was to make the game more fluent, was crucial to filling maps, movement and action. That is correct. However, in the original supcome was perhaps strategy which today is no longer possible and that is defense. On defense, it is necessary to get as well as other revenue of wrecks that sends enemy and are adopted by enough mass fabricators. Mass fabricators would also change the very expensive and inefficient, they would be very susceptible to destruction whereas one blast do more damage than his hp, but gave the opportunity that now exists (although this option would still be ineffective, but it would be) and the game by offering more strategies and become more complex, more beautiful. This is probably the biggest change that would most potentially changed the game.
My suggestion: change the mass intake of T2 extractor from 1 -> 2, change the energy intensity of the 150 -> 100; raise the price from 100 -> 200, increase the blast damage from 370 to 500; mass reception at T3: 12 -> 18, Energy intensity from 3500 -> 2310, price from 3000 -> 4500 dmg for destruction 5000 -> 7000 dmg radius 14 -> 15
Reason: Should be strengthened fabricator it would be possible to win even when active defense when your opponent controls a majority of maps. Fabricators would be more expensive but at the entrance, causing greater damage to the destruction of which would have made the primary object of the attack. Since it would be larger and would damage was to their status outside the main base for prevention iterative effect and therefore would born eco bases somewhere on the outskirts of the protected areas, which would add another element to the game, which is absent today.
Programing difficulty: that would throw variables in the code of building, the minimum difficulty.
Statistics: Posted by RoundTabler — 11 Jun 2013, 00:17
Ithilis_Quo wrote:
Mass fabricator T2/T3: mass fabricators are present in almost unused and set to its high price, explosiveness and extremely energy intensity almost unusable. And that makes this building unique building unusable and it is wrong. FA is thus unlike the original supcom preparing for a building that would also be able faf in place. The main change that occurred between the FA and supreme commander not add seraphim, but the change in mass distribution, which has doubled increase Mass extractors, extractors doubled energy consumption and production rate dropped to half what mean that their effectiveness is 8 times lower than previously. The purpose of this change was to make the game more fluent, was crucial to filling maps, movement and action. That is correct. However, in the original supcome was perhaps strategy which today is no longer possible and that is defense. On defense, it is necessary to get as well as other revenue of wrecks that sends enemy and are adopted by enough mass fabricators. Mass fabricators would also change the very expensive and inefficient, they would be very susceptible to destruction whereas one blast do more damage than his hp, but gave the opportunity that now exists (although this option would still be ineffective, but it would be) and the game by offering more strategies and become more complex, more beautiful. This is probably the biggest change that would most potentially changed the game.
My suggestion: change the mass intake of T2 extractor from 1 -> 2, change the energy intensity of the 150 -> 100; raise the price from 100 -> 200, increase the blast damage from 370 to 500; mass reception at T3: 12 -> 18, Energy intensity from 3500 -> 2310, price from 3000 -> 4500 dmg for destruction 5000 -> 7000 dmg radius 14 -> 15
Reason: Should be strengthened fabricator it would be possible to win even when active defense when your opponent controls a majority of maps. Fabricators would be more expensive but at the entrance, causing greater damage to the destruction of which would have made the primary object of the attack. Since it would be larger and would damage was to their status outside the main base for prevention iterative effect and therefore would born eco bases somewhere on the outskirts of the protected areas, which would add another element to the game, which is absent today.
Programing difficulty: that would throw variables in the code of building, the minimum difficulty.
Statistics: Posted by Ithilis_Quo — 10 Jun 2013, 23:21
RoundTabler wrote:
In other words:
you can get 12 mass per tick with t2 mass fabs for:
1200 mass, 48,000 energy, and 1800 maintenance,
OR
3000 mass, 65,000 energy, and 3500 maintenance with the T3 Mass Fab (2.5 times more mass, 1.3 times more energy, 1.9 times more maintenance, for the same amount of mass).
This seems wrong. The T3 Mass Fab should be more efficient than the t2 mass fabs (other than buildtime), but instead is several times less efficient.
Statistics: Posted by Mycen — 05 Jun 2013, 20:49
Statistics: Posted by rootbeer23 — 05 Jun 2013, 18:51
Statistics: Posted by FireMessiah — 05 Jun 2013, 18:28
Statistics: Posted by RoundTabler — 05 Jun 2013, 18:21