Suggestions for SCU

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Suggestions for SCU

Postby FunkOff » 21 Aug 2015, 21:42

Personally, I dislike SCUs. They are just walking resource generators/engineers, and occasionally they suicide walk into your base. Seems silly, doesn't it? So I propose that we make SCUs unique... instead of making them do everything but crappy, we should make them do something no other constructed unit can do. I have two ideas:

First idea is to make SCU expensive, start with teleportation ability, and have teleportation work quickly. Teleportation is a huge part of the Supcom/FA canon and clearly it was intended to play a bigger role in the end game. Yes, this might make "SCU tele-snipe" a thing, but then it just requires balancing. No big deal.

Second idea is the make SCUs expensive and double as ACUs in the event of a snipe, in that you dont lose until all your SCUs + ACU are all deceased. Obviously, this would need to be balanced.



Personally, I dislike that SCUs are an upgrade to ACUs in nearly every way (all but overcharge) and would like to see them put on the same level as ACUs pre-upgrade (5000 mass cost, 100 DPS, ~10,000 hp, +1 mass +20 energy production). But that's unnecessary for the idea at large.
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Re: Suggestions for SCU

Postby Gorton » 22 Aug 2015, 00:36

Personally, I dislike that SCUs are an upgrade to ACUs in nearly every way (all but overcharge) and would like to see them put on the same level as ACUs pre-upgrade (5000 mass cost, 100 DPS, ~10,000 hp, +1 mass +20 energy production). But that's unnecessary for the idea at large.


I also very much dislike this.

It never really made much sense, either. Why not just gate in a unit with all that buildpower and strength instead of crappy t1 acu?

An explanation could be that the acu is the largest object that can be brought in without the use of a gate.. but in that case, why are they support acus, smaller and not upgrades ^^

I would very much like some changes in a mod.
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Re: Suggestions for SCU

Postby yeager » 22 Aug 2015, 01:00

Lore wise: acus are the only units that can handle that many units at once and are the only units that can protect a user in unprotected long range teleportation. also the reason you can't bring acus threw the gate is because they are in short supply and high demmand.
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Re: Suggestions for SCU

Postby Zoram » 22 Aug 2015, 01:31

briang wrote:Hmmm, maybe look at it like a life support type thing? Like a drone vs a piloted aircraft. All of the space saved from the life support systems in an ACU means that SACU can come packing more of a punch right off the bat :D

in the campaign, SCUs have pilots in them so still doesn't make much sense. Since they teleport through a gate, doesn't make much sense either that it "builds" for eons. Wouldn't like to be the dude being teleported that way ;)

Then again, if we go after all things that don't make sense ... :)
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Re: Suggestions for SCU

Postby yeager » 22 Aug 2015, 02:16

Actually the only thing that doesn't make sense is the mass cost ,
Engineers directing more energy to the gate and making it go faster makes sense, the mass just doesn't have a place
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Re: Suggestions for SCU

Postby justmakenewgame » 22 Aug 2015, 03:00

i suggest making a new game
better colors for FA - forums/viewtopic.php?f=2&t=5434&start=30#p106723
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Re: Suggestions for SCU

Postby ZeRen » 22 Aug 2015, 12:39

I am for exchange Cybran SACU´s stealth/cloak for teleport

it is another useless/never used upgrade
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Re: Suggestions for SCU

Postby =M.V.K.= » 25 Aug 2015, 01:20

Think it is just based that as such are not engineers..

They are just say an ACU that isn't..so one at all...would be of worth since you only have one anyways..

And of ACU, they have no stealth or cloak let alone teleportation to be..

Spoiler: show
Also, for the upgrade thing..they are say "post" "placed"..
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Re: Suggestions for SCU

Postby tatsu » 25 Aug 2015, 14:27

some good ideas funk off
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