Aulex wrote:
I think another issue is that when you make a t2 factory, you invest mass to get the offensive units from it most of the time. I think a lot of players may feel that if they make that t2 factory they shouldn't be spamming t2 engies, rather offensive units. So i guess Vee's suggestion about t1 facs making other tier engies seems not too bad in respect to the problem, but yea it will make teleporting tech an even bigger issue. We could mix a bit of Vee's suggestion and Deimos's. Have t1 factories within a certain range of the hq be able to produce equivalent tech engies. This is a little overcomplicated and kind of dumb from a design point though. You could also just make them more efficient, also not sure why there is hesitation of making higher tier engies more efficient than lower tier engies. I mean in respect to the game design it may not be coherent, but it will make the gameflow better.
pretty much.
I don't like the range for HQs/Techbuilding at all. It makes it overly complex for a small problem. But i also don't think teleporting tech is bad for the game, rather good, makes t2 viable on many maps, brings strategic decisions where to make your factories and more. Engymod already got less intuitive with the support facs instead of techbuildings, but i don't think changing it up now again is a good idea either, people got used to how it is already, and there is most likely just the same opposition against techbuildings as before.
The big big issue why we didn't make higher tech engies very good in the first place is what i pointed out already: It threatens to make building defence in no time possible, since higher tech engys don't suffer from pathfinding issues as 500 t1 engys and will build things much faster with the same amount of BP. You won't need to prepare for an attack, have 20 t3 engys, GC coming? Just make 20 PD in no time. Strats? Just make some shields and flak in seconds.
This was the biggest concern in engymod and a lot of our time went into preventing that, we nerfed the speed to make it harder to build many defence buildings in different places too fast, we increased buildtime of all higher tech buildings with a formula to take into account movetime of engys, decreased health to make the engys vulnuable while doing that etc.
Another point was that we wanted t1 engys to stay a viable alternative, and that there should be a good reason to make higher tech or t1 engys, or a mix of them, depending on your playstyle/strategy.
It seems to work fine, so maybe this problems are not as dangerous as we though, though maybe they don't occur exactly because of this changes to prevent them.
But as stated in my last post, i think making them as efficient, but keep the speed and higher factory cost disadvantage might improve the situation a bit. Keeping the speed is good, because they are already good at building things, just worse at assisting. With the low speed you can prevent them being too good at building, while still be able to buff their assisting power/efficiency. And it also means t1 engys will be always viable to reclaim, while t2/t3 engys are still very usefull at the frontline and with it at reclaiming, too.
I don't think uef/cyb t3 engys need a buff, rather buff engystations then.
New numbers i'd try:
T2 engy: 130 mass - 10.4 mass/bp
T3 aeon/sera engy: 420 mass - 10.5 mass/bp
T3 uef/cyb engy: no change - 14.67 mass/bp
Hive: 300 mass - 12 mass/bp
Kennel: No number..they were worse than kennels, buff at least to 14.67, but they are hard to balance. Alternatively make uef t3 engy better too, and keep hive relatively bad.
T2 naval HQ and support factory: 50% cost, BT and BP increase. HP can stay the same, they already have too much.
(All HQs have the same BP as support factories for consistency and staying intuitive)Statistics: Posted by Zock — 07 Jan 2015, 00:05
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