Forged Alliance Forever Forged Alliance Forever Forums 2014-01-30T04:13:56+02:00 /feed.php?f=50&t=6417 2014-01-30T04:13:56+02:00 2014-01-30T04:13:56+02:00 /viewtopic.php?t=6417&p=63644#p63644 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
Gerfand wrote:
well, what I think first would require some Hard Work... I mean test map by map...


Hawkei wrote:
Loading a base with massive defences is a waste of credits.


if we get 100% of those Ideas, Planets will have a limit of how many buildings w/ can have, because someone could just make a Giant Turtle...
w/ at least of 2 points for all maps and a Max of N*(not decided), we can have the Defences/buildings(like Factories, radar, Pgens, Shields), w/out being OP(see 2*- and the picture in 3*-)...

Hawkei wrote:
The only modification I would like to see is division of these defences between the ally spawn sites on team maps. So, for instance, if you place 3 AA turrets on a 3v3. Each of the players on your team will start with an AA turret in their base. This would be a much better solution IMO.

can be cool w/ your codes, but is like what I said before, at now can be waste of Time...
EDIT* if No rush circle appers in every spawn(I don't remember if this happens) we can have this w/ the No Rush Idea

I like you Idea at all, we can put the No Rush as a PlaceHolder, until we know what maps will be used on GW

Statistics: Posted by Gerfand — 30 Jan 2014, 04:13


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2014-01-30T03:50:48+02:00 2014-01-30T03:50:48+02:00 /viewtopic.php?t=6417&p=63643#p63643 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
I'd imagine if you made it formulae based. A weighted average position could be used. Eg.
Code:
Defence location centroid X = (3*PlayerX + 2*Sum(AllyPlayerX) + Sum(EnemyPlayerX))/(3+2*NumAllies+NumEnemies)
Defence location centroid Y = (3*PlayerY + 2*Sum(AllyPlayerY) + Sum(EnemyPlayerY))/(3+2*NumAllies+NumEnemies)


However, these formulae could put the defences anywhere. Whether it be on hils or in water. I don't agree with this solution.

The existing approach, of using defences to protect the spawn site, has tactical merit. Because, it gives your ACU a safe location to Recall. It also protects your initial base from early raids. Usually you only need one or two... Loading a base with massive defences is a waste of credits.

The only modification I would like to see is division of these defences between the ally spawn sites on team maps. So, for instance, if you place 3 AA turrets on a 3v3. Each of the players on your team will start with an AA turret in their base. This would be a much better solution IMO.

Statistics: Posted by Hawkei — 30 Jan 2014, 03:50


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2014-01-26T04:35:52+02:00 2014-01-26T04:35:52+02:00 /viewtopic.php?t=6417&p=63273#p63273 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
Ato0theJ wrote:
How about just within the commanders build range at the start of the game? It won't be far enough away to make a huge difference, but you'll also be able to make sure they aren't in your way.

this is what I am trying to take of the GW, it is already in Com Build range...

My suggestion is to make the PD on the front line, where the fight will happens, like if was a defensive fire base where I can retreat my units...
also this would make the player a need for Scout to see where is the PD (also see 8*-)

if you see the first strat on GW w/ PD/Arty was to reclaim it and get the mass

Statistics: Posted by Gerfand — 26 Jan 2014, 04:35


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2014-01-26T03:55:45+02:00 2014-01-26T03:55:45+02:00 /viewtopic.php?t=6417&p=63269#p63269 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]> Statistics: Posted by Ato0theJ — 26 Jan 2014, 03:55


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2014-01-25T19:35:44+02:00 2014-01-25T19:35:44+02:00 /viewtopic.php?t=6417&p=63240#p63240 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
of course I don't want to have a PD in the Middle of the map, but in certain maps I would like to have the PD outside of my base, sometimes on the front of some Mexes...

Statistics: Posted by Gerfand — 25 Jan 2014, 19:35


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2014-01-25T19:18:34+02:00 2014-01-25T19:18:34+02:00 /viewtopic.php?t=6417&p=63238#p63238 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
Point of defences is not to secure half of map from beginning. That would be too huge advantage.

Statistics: Posted by Wild_Green — 25 Jan 2014, 19:18


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2014-01-25T19:11:21+02:00 2014-01-25T19:11:21+02:00 /viewtopic.php?t=6417&p=63237#p63237 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]> Statistics: Posted by Gerfand — 25 Jan 2014, 19:11


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2014-01-25T16:08:18+02:00 2014-01-25T16:08:18+02:00 /viewtopic.php?t=6417&p=63223#p63223 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]> Statistics: Posted by Wild_Green — 25 Jan 2014, 16:08


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2014-01-22T19:05:50+02:00 2014-01-22T19:05:50+02:00 /viewtopic.php?t=6417&p=62985#p62985 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>
FunkOff wrote:
"front line" defenses probably won't be possible because there's no way to calculate good places to put them. I could run a script to put them between the player and one of his enemies, but they could end up on mountains, under water, etc. I mean... this might be surmountable, but it'd require a ton of work and would probably only work "okay". You do it :P

well, what I think first would require some Hard Work... I mean test map by map...

Statistics: Posted by Gerfand — 22 Jan 2014, 19:05


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2014-01-22T14:51:24+02:00 2014-01-22T14:51:24+02:00 /viewtopic.php?t=6417&p=62962#p62962 <![CDATA[Re: [Suggestions]- Eco, "unlock Tree", ETC]]>

Statistics: Posted by FunkOff — 22 Jan 2014, 14:51


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2014-01-25T19:40:03+02:00 2014-01-22T02:36:11+02:00 /viewtopic.php?t=6417&p=62929#p62929 <![CDATA[[Suggestions]- Eco, "unlock Tree", ETC]]>
and there some Ideas that I would like to steal from that game...
Note* puting some of those Ideas in the GW can cause a bit o Imbalancing (1*- and 3*- are examples)

1*- Eco- like the Zero-K planet Wars Eco, but w/ uses like build units and buildings
of course 2 resource(Mass and Energy)

2*- Unlock Tree- not a Tech tree, but something like:
-I need to make a T-2 PGen to run my shield so I can't make the shield before the PGen, and I can't make the PGen w/out a T-2 eng so I need to make a T-2 Factory.(need 1*-)

is like what happens in a match but put in the GW level

3*- Front Lines Defences and Proxy Factories- in EaW, you could make TurboLaser Defences that are placed in some strategic positions, and bigger planets can hold more than smaller ones
EDIT* some of the buildings can be placed in the Main Base, like PGens
exemplo para o ZE.PNG

4*- Raids and Attacks- if chose raid one commander get on the planet, and he can do every thing like a attack would be able to make, but if he kill all enemy commanders he will not get influence to his faction, and the recall is cheaper
the Attack is the gameplay that happens now...

5*- Commander Housing- the commander get on a planet instead of being able to travel all the galaxy in one click, and he will not be able to reinforce areas that aren't connected to the planet that he is

6*- Rebellion- if two or more commanders of the same faction get in the same planet, they can rebell against theirs master, and if they won the battle they get a bit of influence of the planet and get free(need 5*-)

7*-Quantum NetWork- if the enemy take on a planet you can destroy the Quantum Gate of the system slowing the enemy, but of course w/ a cost, and the faction needing to have a percentage of influence (which is lost, and the commanders who are on the planet are taken to the next planet (see 5*-))

EDIT*
8*- Probes/Satelites reveal the map before the attack for the next N* Battles(Defender Player don't need those), also show if the enemy have Defence on the planet

Note* the Third suggestion is better for big / assymetricals, but can work on a Winter Duel if balanced

Statistics: Posted by Gerfand — 22 Jan 2014, 02:36


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