Anyone misses the old SupCom gameplay sometimes? I do. While FA gameplay is great without them, it would be mutch more fun if they are a viable strategy again. No necessary one like in vanilla, you should be able to win any game without them, just like you can win without building TMLs or T2, but i would like to see them as an option just like theese. So my plan is to make them worth building again without disabling the need for gaining mapcontrol.
Some facts (skip this if you want, its not necessary):
one T2 massfab costs 100 mass (giving 1), 4000 energy (draining 150), 500 build time, 360 hp with a death nuke of 370 demage with radius 5 (like 1,5 powergenerators)
For one massfab you need additional 7,5 T1 powergens (i know you cant build a half one, but its just for the math, you will need to build 2 massfab-powergen arrangements) for 562,5 mass and 5625 energy.
with t2 power you need 0,3 powergens wich would be 360 mass and 3600 energy.
So one massfab costs:
With T1 power: 662,5 mass and 9625 energy
With T2 power: 460 mass and 7600 energy
With T3 power: 294,4 mass and 7456 energy
let's compare that with the mass extractors (costs per 1 mass point gained):
T1: 18 mass, 1800 energy
T2: 150 mass, 900 energy
T3: 255,5 mass, 1757 energy
as you can see they arent worth building in until you got any mex on t3, and in general you dont need mass anymore or if you do, you make a paragon or t3 massfabs.
To make them worth building in 1v1 they need to be at least cheaper then a t2 mex. They still have other disadvantage like space needed, explosion risk, buildpower needed (big point imo, build power is expensive too) and more attention needed (you need to build them in balance of power and care more about your energy stability, maybe turning them off and on etc). You could increase theese if wanted by giving them less hp or more space needed (2x2 instead of 1x1).
I also would put them back on t1, you still can't spam them early on due you will lose easy because of you mapcontrol loss. Just like teching an t2 mex asap, its cheaper but you need more buildpower so its nearly the same. Buildpower is very rare early on. There is no real reason for me why they should be t2, they are made for t2 anyway since they get only good with t2 power, so why cutting the possible option doing them on t1 if you want to? There may be some situation where they are usefull on t1, but i cant imagine one where they will be too strong.
So i would change them to something like this:
-Back to t1
-Healthpoints: 100
-build time: 300 (like a land factory)
-Mass: 30, energy: 2000 mass gain: 1 energy drain: 40
(With T1 power: 180 mass, 3500 energy; With T2 power: 126 mass, 2960 energy; With T3 Power: 81,8 mass, 2921 energy)
Mex costs again:
T1: 18 mass, 1800 energy
T2: 150 mass, 900 energy
T3: 255,5 mass, 1757 energy
This may not be the final values, but it should be somewhere arround this. They are of course cheaper then a t3 mex, but like said above, they will take a lot space, additional shields wich costs too, 10800 build time vs 2875 from a t3 mex etc. Both, massfab farm and mex tech get their pro and cons. If you dont want them to be an alternative to t3 mex, it should be possible to make them need 2x2 space instead of 1v1 and you can maybe use them instead of one t3 mex, but then you will be out of space.
So what do you think?