pip wrote:The real adjacency problem is with mass. It doesn't scale at all. If you have a t1 mex near a t1 factory, the factory will consume -1 mass (3 instead of 4)
its nowhere near 3. its somewhere around 3.9.
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pip wrote:The real adjacency problem is with mass. It doesn't scale at all. If you have a t1 mex near a t1 factory, the factory will consume -1 mass (3 instead of 4)
rootbeer23 wrote:pip wrote:The real adjacency problem is with mass. It doesn't scale at all. If you have a t1 mex near a t1 factory, the factory will consume -1 mass (3 instead of 4)
its nowhere near 3. its somewhere around 3.9.
pip wrote:rootbeer23 wrote:pip wrote:The real adjacency problem is with mass. It doesn't scale at all. If you have a t1 mex near a t1 factory, the factory will consume -1 mass (3 instead of 4)
its nowhere near 3. its somewhere around 3.9.
Thanks for making my post even more valid then ^^.
pip wrote:Thanks for making my post even more valid then ^^.
Ghoti wrote:pip wrote:Thanks for making my post even more valid then ^^.
Well you're wrong though, because the adjacency bonus is floating point, the transition is smooth. The problem is only that T1 engi spam negates the bonus.
I kind of wish T2 and T3 factories were cost effective at building, but as it stands, implementing that would be a serious change to the game.
Kekouse wrote:For myself:
-remove entirely the mex-bonus advantage. It shouldn't give any adjacency bonus. Mexes are here to give mass, that's all. Giving another role (mex + factory) will be a too tough to balance.
Kekouse wrote:-Mass storage adjacency is sadly mandatory. We could tweak it (nerf the bonus?) or automatize the Storage production like the T1 to T2 upgrade button. Hey it's already mandatory...why not push the idea to the end?
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