Forged Alliance Forever Forged Alliance Forever Forums 2020-06-04T21:01:29+02:00 /feed.php?f=67&t=18635 2020-06-04T21:01:29+02:00 2020-06-04T21:01:29+02:00 /viewtopic.php?t=18635&p=184650#p184650 <![CDATA[Re: Repair mass cost]]>
I don't think simplicity is particularly important. The game is complicated enough with the units that we have. It already feels complete.

If we are going to add more units, we should be very careful to make sure they are necessary and also that they fit in with faction lore/themes. Just because something is easy to add & cool doesn't mean adding it is good. The BlackOps pack is proof of that, I think.

Just giving each faction a "regeneration station" might be simple but I don't think it improves the game.

The game already rewards defensive play in some ways (defender's advantage + reclaim field is closer to the defender's base). Having a static repair/regeneration tower is going to favor the defense again, because it's more likely to be built at the defender's base rather than as a forward operating post, and because the defender can park next to it but the attacker has to travel to make their attack, even if it is traveling a short distance. A defender that wins a fight will have damaged units already at the regen tower. An attacker would have to decide when to start pulling back damaged units vs. trying to completely win the fight (to secure the reclaim field), but the defender doesn't have to make that choice. So these repair towers probably would encourage turtling and defensive play.

Also, making the structure as a regen field would probably mean that the repairs are 100% free. Which would change the nature of the game. Being able to repair damaged units for free would probably only increase the "snowball effect" from winning a fight. So it would make it harder for a player who lost one big fight to stay in the game. RTS by nature has the snowball effect. I don't think we need to intensify it.

Statistics: Posted by armacham01 — 04 Jun 2020, 21:01


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2020-06-04T13:37:31+02:00 2020-06-04T13:37:31+02:00 /viewtopic.php?t=18635&p=184646#p184646 <![CDATA[Re: Repair mass cost]]>
RedX wrote:
AdmiralZeech wrote:What if there was a "repair tower" structure at T2? Can be built on land or sea, is a somewhat expensive and fragile, but it auto-repairs everything in a small radius for zero / low cost? (One at a time, and still influenced by build time, so no instant T4 repairs.) More towers in an area won't stack repair rates, they just repair more units simultaneously.

If we're worried about it being spammable, then maybe make it T3 with a T3-like price tag.

It feels like "cheap repairs" is good for the game, but not something we want to give to any old unit with a nanolathe (eg. Mantis)

Having it be a structure at home base / firebase seems like a decent compromise.

Isn't that just an engie station, but more limited?


Probably will be simpler and more versatile to make it same as Seraphim regeneration field

Statistics: Posted by advena — 04 Jun 2020, 13:37


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2020-05-26T05:11:02+02:00 2020-05-26T05:11:02+02:00 /viewtopic.php?t=18635&p=184439#p184439 <![CDATA[Re: Repair mass cost]]>
AdmiralZeech wrote:
What if there was a "repair tower" structure at T2? Can be built on land or sea, is a somewhat expensive and fragile, but it auto-repairs everything in a small radius for zero / low cost? (One at a time, and still influenced by build time, so no instant T4 repairs.) More towers in an area won't stack repair rates, they just repair more units simultaneously.

If we're worried about it being spammable, then maybe make it T3 with a T3-like price tag.

It feels like "cheap repairs" is good for the game, but not something we want to give to any old unit with a nanolathe (eg. Mantis)

Having it be a structure at home base / firebase seems like a decent compromise.

Isn't that just an engie station, but more limited?

Statistics: Posted by RedX — 26 May 2020, 05:11


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2020-05-19T19:16:04+02:00 2020-05-19T19:16:04+02:00 /viewtopic.php?t=18635&p=184273#p184273 <![CDATA[Re: Repair mass cost]]> Statistics: Posted by R_Charger — 19 May 2020, 19:16


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2020-05-19T18:45:51+02:00 2020-05-19T18:45:51+02:00 /viewtopic.php?t=18635&p=184272#p184272 <![CDATA[Re: Repair mass cost]]>
If we're worried about it being spammable, then maybe make it T3 with a T3-like price tag.

It feels like "cheap repairs" is good for the game, but not something we want to give to any old unit with a nanolathe (eg. Mantis)

Having it be a structure at home base / firebase seems like a decent compromise.

Statistics: Posted by AdmiralZeech — 19 May 2020, 18:45


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2020-05-16T00:30:35+02:00 2020-05-16T00:30:35+02:00 /viewtopic.php?t=18635&p=184164#p184164 <![CDATA[Re: Repair mass cost]]> Statistics: Posted by Bennis- — 16 May 2020, 00:30


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2020-04-07T10:43:25+02:00 2020-04-07T10:43:25+02:00 /viewtopic.php?t=18635&p=183139#p183139 <![CDATA[Re: Repair mass cost]]>
I see this being an APM issue more than anything else.
Assuming i bring engineers to the front, having to them select out all the damaged units, then manually clicking on each of them to be patched up seems quite long winded. As opposed to current air system of click button and they'll eventually sort it out amongst themselves.

Statistics: Posted by Sovietpride — 07 Apr 2020, 10:43


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2020-01-22T07:02:32+02:00 2020-01-22T07:02:32+02:00 /viewtopic.php?t=18635&p=181443#p181443 <![CDATA[Re: Repair mass cost]]>
Freedomfighter wrote:
Sparky's can build and shoot at the same time... drop 6 sparkys in you opponents base and then set them on assist and then watch them kill everything whilst repping each other.

Building t1 pd and shooting is much better than repairing and shooting considering it takes 3 seconds to make t1 pd with that many sparkys, and 1 t1 pd has about the same dps as 6 sparkys. I highly doubt this kind of change will have any effect on them.

Statistics: Posted by UnorthodoxBox — 22 Jan 2020, 07:02


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2020-01-21T15:39:07+02:00 2020-01-21T15:39:07+02:00 /viewtopic.php?t=18635&p=181424#p181424 <![CDATA[Re: Repair mass cost]]> Statistics: Posted by Freedomfighter — 21 Jan 2020, 15:39


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2020-01-20T15:33:23+02:00 2020-01-20T15:33:23+02:00 /viewtopic.php?t=18635&p=181375#p181375 <![CDATA[Re: Repair mass cost]]> Statistics: Posted by Little Miss Murder — 20 Jan 2020, 15:33


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2020-01-20T15:22:39+02:00 2020-01-20T15:22:39+02:00 /viewtopic.php?t=18635&p=181374#p181374 <![CDATA[Re: Repair mass cost]]>
MrTBSC wrote:
don´t realy understand why hives/kennels are exclusive to cybran/uef anyway ... like what do Aeon/phim have as compensation for that?


ARAS

Statistics: Posted by LabPunk — 20 Jan 2020, 15:22


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2020-01-16T16:33:14+02:00 2020-01-16T16:33:14+02:00 /viewtopic.php?t=18635&p=181312#p181312 <![CDATA[Re: Repair mass cost]]>
MrTBSC wrote:
don´t realy understand why hives/kennels are exclusive to cybran/uef anyway ... like what do Aeon/phim have as compensation for that?

Hives are inefficient anyways. Kennels even more so. For mass production of pretty much anything, use T3 engies instead.
Engies are only a problem if there is pathfinding to get in the way, but meh...
It sounds like asking for another turd in compensation, if the dog just pooped on the neighbor's doorstep.
Engineering stations are of very limited use.

Statistics: Posted by Rikai — 16 Jan 2020, 16:33


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2020-01-15T20:42:17+02:00 2020-01-15T20:42:17+02:00 /viewtopic.php?t=18635&p=181309#p181309 <![CDATA[Re: Repair mass cost]]>
Little Miss Murder wrote:
Only if they're patrolling afaik?

On that note, can we give hives the ability to construct things commensurate with their tier? Kennels can do this, why not hives? Considering the fact that they have a limited range, it can't be oh pee, can it?


don´t realy understand why hives/kennels are exclusive to cybran/uef anyway ... like what do Aeon/phim have as compensation for that?

may as well help with engineerspam and the correlating pathingissues ..

as for giving them blueprints? ... i rather think they should only be able to assist/repair

Statistics: Posted by MrTBSC — 15 Jan 2020, 20:42


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2020-01-15T09:59:26+02:00 2020-01-15T09:59:26+02:00 /viewtopic.php?t=18635&p=181303#p181303 <![CDATA[Re: Repair mass cost]]>
On that note, can we give hives the ability to construct things commensurate with their tier? Kennels can do this, why not hives? Considering the fact that they have a limited range, it can't be oh pee, can it?

Statistics: Posted by Little Miss Murder — 15 Jan 2020, 09:59


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2020-01-14T21:09:52+02:00 2020-01-14T21:09:52+02:00 /viewtopic.php?t=18635&p=181296#p181296 <![CDATA[Re: Repair mass cost]]> don´t idle engineers autorepair units anyway?

Statistics: Posted by MrTBSC — 14 Jan 2020, 21:09


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