Making the game more fluid - The adjacency bonuses problem.

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Making the game more fluid - The adjacency bonuses problem.

Postby Ze_PilOt » 16 Sep 2011, 16:23

FA, for me, have a big problem with adjacency bonuses :
They are mandatory OR useless. They are never an option or a choice. (Except for the radar and maybe the air factory).

For example, the mexes upgrades.
If you want to be really be cost effective, there is only ONE way to tech from T2 to T3. And it pass by making mex storage.

They must be done at tier 2, because, well, the maths prove it, but what does it add to the game ?

For me it make the game more complex and more difficult to understand for new player, without adding any depth in the game.

You have to do it, you have to do it at a specific time with a specific amount of engys, or you are doing it wrong. They is not other good justification to it.

One of the goal of FAF was to bring back players, but also bring NEW players to it. The economy is already enough complicated to
understand and master (after 3 years, some players are still not able to do it).

I see a lot of new players connecting energy with mexes, because it's logical : You see a nice connection line... But nothing with storage !?

I'm all for making the game less difficult to play, but deeper strategy-wise.
So for me, that's meaning removing all the things that don't bring more choices in the game... So, removing these T2 mass storage bonuses, and balance it otherwise (a 2.5 tier upgrade ? Redo the cost/time ? Making mass fab a replacement AND a choice for them ?)

Same with T2/T3 arty. These kind of connections should have more boost too. The radar is a perfect exemple of that : It's a choice, the bonus is nice, but it costs you 4 pgens.
For t2 arty, the reload should really be increased.

I know a lot of (old) players will not agree with me, but try to thing about what it really bring to the game...
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Re: Making the game more fluid - The adjacency bonuses probl

Postby FunkOff » 16 Sep 2011, 16:33

I think adjacency adds depth to the game because you have to balance out the advantages of building things close together with the death weapons of those things. It's the classing more pgen or less pgen density vs build your E storage next to your hydro or dont. Etc.
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Ze_PilOt » 16 Sep 2011, 16:38

For energy storages, the changes in 3603 were good and I want the adjacency thing to go more in that direction.

But the mex storages.. I really see no depth to them, as it even protect your mexes more... It's really not a choice :)
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Unconsumeable » 16 Sep 2011, 17:43

Ze_PilOt wrote:For energy storages, the changes in 3603 were good and I want the adjacency thing to go more in that direction.

But the mex storages.. I really see no depth to them, as it even protect your mexes more... It's really not a choice :)

make mex storage volatile, enough range to blow up all 4 storages if one goes, and enough damage so those 4 can kill a t2 mex?
would make you think twice about using them anywhere outside your defenses.

still doesnt help newbs i guess
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Re: Making the game more fluid - The adjacency bonuses probl

Postby FunkOff » 16 Sep 2011, 17:55

I'm not really a fan of buffing death weapons. You already lost the thing... now that thing is gonna kill your other things? Not fun.
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Kryo » 16 Sep 2011, 18:03

i think mass storages are fine as they are.
Sometimes you cannot build mass storages around the mex, cos you have no build power free. Of course its best to do t1=> t2 then surround by storage, => t3. But not all games go the best way.
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Treble » 17 Sep 2011, 00:11

What about increasing the adjacency bonus for a factory next to a mex? The choice would be between say 5% less mass cost for your units immediately or spending a lot of mass on storage to get a return on your investment later in the game.

I dont know, it might need to be more than %5. But it would give you a choice depending on how you wanted to play, either eco or spam, etc...
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Ze_PilOt » 17 Sep 2011, 00:30

That's not a bad idea, instead of removing the mass storage, make the others mex adjency bonus more interesting so it can be a choice...
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Isen » 17 Sep 2011, 01:26

storages are storages, and they are for storage mass, i find them ok needing to be put next to mexxes. when you have some built, you have less problems with mass waste, same with energy storages. They do the same thing, energy storage isnt used like mass storage because they can explode and f*** your things, luckily the mass isnt volatile.
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Re: Making the game more fluid - The adjacency bonuses probl

Postby Raging_Squirrel » 17 Sep 2011, 10:16

mass storages:
lets make mexes build them itself starting with t2, just like the tech upgrade
and, lets say, with the buildrate of 2 t1 engies for t2 mex, and 5 t1 engies for t3
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