Final Rush Pro: suggest features/changes!

Talk about general things concerning Forged Alliance Forever.

Moderators: FtXCommando, Ze Dogfather

Final Rush Pro: suggest features/changes!

Postby EntropyWins » 08 Dec 2017, 02:54

It seems like to the 5.x versions of Final Rush Pro are a big hit, so I figured it's time to ask what you should like to see added or changed in the next version(s). Please make suggestions.

You can see the changes in the latest versions on GitHub and in this forum thread (look at the most recent posts).

preview.jpg
preview.jpg (13.55 KiB) Viewed 2562 times


Screenshot_20181016_033010.jpg
Screenshot_20181016_033010.jpg (339.34 KiB) Viewed 2560 times

Screenshot_20181016_033626.jpg
Screenshot_20181016_033626.jpg (280.37 KiB) Viewed 2560 times
Last edited by EntropyWins on 16 Oct 2018, 03:41, edited 3 times in total.
EntropyWins
Avatar-of-War
 
Posts: 113
Joined: 02 Oct 2016, 20:26
Has liked: 18 times
Been liked: 4 times
FAF User Name: EntropyWins

Re: Final Rush Pro: suggest features/changes!

Postby lilSidlil » 08 Dec 2017, 18:00

Yes, ACU should die in water. AI units dont should scout bases your opponents.
User avatar
lilSidlil
Avatar-of-War
 
Posts: 88
Joined: 18 Nov 2012, 15:21
Has liked: 7 times
Been liked: 73 times
FAF User Name: lilSidlil

Re: Final Rush Pro: suggest features/changes!

Postby EcoNoob » 08 Dec 2017, 18:12

Every unit that touches the water should die, e.g. no hoverflak abuse killing the transports (or make the transports not killable)
EcoNoob
Avatar-of-War
 
Posts: 238
Joined: 20 Nov 2015, 22:05
Has liked: 155 times
Been liked: 70 times
FAF User Name: EcoNoob

Re: Final Rush Pro: suggest features/changes!

Postby Farmsletje » 08 Dec 2017, 18:21

What if your sister touches the water
FtXCommando wrote:
need to give him some time to blossom into an aids flower
Farmsletje
Contributor
 
Posts: 1116
Joined: 14 Sep 2016, 18:38
Has liked: 383 times
Been liked: 452 times
FAF User Name: Farmsletje

Re: Final Rush Pro: suggest features/changes!

Postby EntropyWins » 09 Dec 2017, 22:53

lilSidlil wrote:AI units dont should scout bases your opponents.


They have vision on everything. You can put a cloak ACU into the water and the hover units will still come sit on top of you. The thing is that they just can't kill you...

EcoNoob wrote:Every unit that touches the water should die, e.g. no hoverflak abuse killing the transports (or make the transports not killable)


The transport option was already implemented for 5.2 and I've now also added one for killing ACUs hiding in the water or hills when playing Survival Versus.
EntropyWins
Avatar-of-War
 
Posts: 113
Joined: 02 Oct 2016, 20:26
Has liked: 18 times
Been liked: 4 times
FAF User Name: EntropyWins

Re: Final Rush Pro: suggest features/changes!

Postby Shamble » 18 Dec 2017, 20:26

First I would like to say a big thanks for trying to sort out some of the problems this map/mod has. some tweaks I would like to see are.

1) a 125% and 150% reclaim option to make tayloring games to peoples skill lvl a bit easier.

2) T4 spawn delay options go from 20min then jump to 30 min might be better suited to go 20>22>25>30

dont really understand the spawn frequences need to know the default setting for say hard to be able to tweak em maybe you could add these to the read me or post a list here.

lasty when playing on classic the T4 unit spread used to be fairly even but now the end players quite often get 8+ experi ariving at once with the middle two players have none to deal with not sure if this in an intentional change or just a result of something else but it would be nice to see a more even spread of t4 units across the 4 players of one side.
Shamble
Crusader
 
Posts: 20
Joined: 12 Jan 2014, 19:40
Has liked: 0 time
Been liked: 1 time
FAF User Name: Shamble

Re: Final Rush Pro: suggest features/changes!

Postby EntropyWins » 23 Dec 2017, 15:44

Shamble wrote:1) a 125% and 150% reclaim option to make tayloring games to peoples skill lvl a bit easier.


Done. This will be in version 5.3.

Shamble wrote:2) T4 spawn delay options go from 20min then jump to 30 min might be better suited to go 20>22>25>30

dont really understand the spawn frequences need to know the default setting for say hard to be able to tweak em maybe you could add these to the read me or post a list here.


I did not modify these much compared to the ancient version 4 of the map and did not really investigate them either.

The default values depends on the difficulty you play at. You can see them here: https://github.com/JeroenDeDauw/FinalRu ... a#L52-L145 (the t1 option is at the start and the others are near the end of the list)

Feel free to provide suggestions for changes.

Shamble wrote:lasty when playing on classic the T4 unit spread used to be fairly even but now the end players quite often get 8+ experi ariving at once with the middle two players have none to deal with not sure if this in an intentional change or just a result of something else but it would be nice to see a more even spread of t4 units across the 4 players of one side.


That is definitely not intended. Are you sure this is happening? The target assignment of waves is supposed to be random. That means it can happen if you are unlucky that you get 3 waves in a row, which at the t4 stage means 3 exps.
EntropyWins
Avatar-of-War
 
Posts: 113
Joined: 02 Oct 2016, 20:26
Has liked: 18 times
Been liked: 4 times
FAF User Name: EntropyWins

Re: Final Rush Pro: suggest features/changes!

Postby EntropyWins » 23 Dec 2017, 18:04

Changes for 5.3 so far are:

* Changed default difficulty from EASY to NORMAL (NORMAL is a lot more difficult as the game progresses)
* ACU hiding is now prevented by default in Survival Versus (but can be enabled with via the options)
* Modified lobby options are now (mostly) highlighted in the welcome message
* Added 125% and 150% values to the Auto Reclaim option

Suggestions still welcome! If I get them in the next few days you might have them in the map when 5.3 is released in a week.
EntropyWins
Avatar-of-War
 
Posts: 113
Joined: 02 Oct 2016, 20:26
Has liked: 18 times
Been liked: 4 times
FAF User Name: EntropyWins

Re: Final Rush Pro: suggest features/changes!

Postby Shamble » 23 Dec 2017, 19:54

The spiders headed for the middle players quiet often get distracted and head for the end players maybe this coupled with an unlucky triple spawn is why the end players are getting so much t4 action. For sure though I think something is not quiet right with the T4 pathing.

I play on survival classic on hard setting fyi.
Shamble
Crusader
 
Posts: 20
Joined: 12 Jan 2014, 19:40
Has liked: 0 time
Been liked: 1 time
FAF User Name: Shamble

Re: Final Rush Pro: suggest features/changes!

Postby EntropyWins » 20 Jan 2018, 20:02

Current thoughts for 5.4:

* Add option to make the game easier or harder for one team to allow more balance tweaking
* Add difficulties slightly easier and slightly higher than "Normal"
* Add more fine grained values to select from for the "Health Increase" option

Such suggestions plz!
EntropyWins
Avatar-of-War
 
Posts: 113
Joined: 02 Oct 2016, 20:26
Has liked: 18 times
Been liked: 4 times
FAF User Name: EntropyWins

Next

Return to General Discussions

Who is online

Users browsing this forum: No registered users and 1 guest