Factory Buff

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Factory Buff

Postby NotAsian » 30 Nov 2012, 22:48

Increases T3 factory build power to 80 from 60, so factory build power is 20,40,80 from 20,40,60.
Should make it feasible to surround factories with fabs although I haven't tested yet.

This thread will also be a Root for a couple of other factory mods coming soon.

T3Factory 80BP
http://rapidshare.com/files/1230208673/ ... ryBP80.rar
Intentions for modification of next season of ladder
viewtopic.php?f=2&t=2030
very minor and feels like a waste.
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Re: Factory Buff

Postby noms » 03 Dec 2012, 02:40

Why would you want to surround a factory with mass fabs? :o

Interesting idea to boost build rate of T3 facs. Would make it easier to rush the first few T3 units. Are you proposing all T3 facs get this increase or just T3 land?

The effect of the factory boost is lessened as more engys assist the fac.

Basic formula: Time to build (secs) = Build time / Build rate

A 70-80 build rate would be interesting to test.
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Re: Factory Buff

Postby NotAsian » 07 Dec 2012, 02:27

noms wrote:Why would you want to surround a factory with mass fabs? :o

Interesting idea to boost build rate of T3 facs. Would make it easier to rush the first few T3 units. Are you proposing all T3 facs get this increase or just T3 land?


1) build cost reduction hopefully making it plausible to build multiple facts for a manufacturing district without completely destroying current game mechanics. (this is mod only part of the over all mod)
2) all t3 facts, although i think i may have accidentally included aircraft carriers in the above mod, ill test it tonight and release a fix.
Intentions for modification of next season of ladder
viewtopic.php?f=2&t=2030
very minor and feels like a waste.
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Re: Factory Buff

Postby noobymcnoobcake » 07 Dec 2012, 19:32

I made a mod that does this. It is still more efficient to use T1 engineers on everything but
not by much. The adjacency bonuses with factories, T3 air especially, combined with the extra
HP, faster rolloff and less pop cap used up/vet for enemies makes factories in general a better
choice than engineer spam.

T1 engineer - 10.4 mass/BP
T2 engineer - 16 mass/BP
T3 engineer (UEF, Cyb) 32.7
T3 engineer (Aeon, Sera) 24.5

Kennel - 36.6, 35

Hive 25, 26.9, 28

T2 fac 80 buildpower from 40
Land - 1080 mass at 13.5 mass/BP from 800 mass at 20 mass/BP
Air - 850 mass, 10.625 mass/BP from 630 mass at 15.75 mass/BP
Naval - 1550mass at 19.375 mass/BP from 1170 mass at 29.25 mass/BP

T3 fac 240 buildpower from 60
land 3900 mass at 16.25 mass/BP from 3150 mass at 52.5 mass/BP
Air 3125 mass at 13 mass/BP from 2520 mass at 42 mass/BP
Naval 5760 mass at 24 mass/BP from 5400 mass at 90 mass/BP

Gateway - 12.5 mass/BP from 25 mass/BP - 240 BP from 120

These factories, now like T1 factories, Require about 2 mass extractors of
the same tech level to run. Units are built in a far more reasonable time.
Percivals in 20 seconds anyone? Pillar in 11? so it makes T2 see a lot more action.
The cost of the buildpower over time still has to increase as we would not like to
see someone tech up a few factories for T2 for T1 spam. So if you are building units of
a certain tech level use a factory that matches it. Also you will see less experimentals
as T3 land cost effectively counters them and is now far easier to build. But they still
Attachments
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Re: Factory Buff

Postby GuardPatroller » 09 Dec 2012, 07:46

Interesting idea for a mod. But I guess I'd have to ask a few obvious questions. To be successful, you do have to consider the economy required for higher build time, which is also what would make battles strange to rebuild a home base if all but the ACU got magically destroyed.

So is it reasonable to go T3 where you could continue spamming T2 at a cheaper cost? Same for T1 applies. Would T3 land cost the same rate to build, giving to a cheaper build cost overall? If so, then in my opinion, great job because T3 is usually too hard to get in ranked (well, all) battles. I'd like to see more T3 against T2 as I see T2 against T1. But of course, it does have to be reasonable to go T3, as if you go T2 too fast you can get over-ran with T1 and still lose. You can't make it too easy to go T3 because then you mess with the balance of the game and there'd be no reason to even use a T2 factory; we all should well rush T3 as fast as possible. That's the case of the back player on Seton's clutch, who usually goes air. It takes him a good ten minutes to get the economy and production to build those T3 ASFs, in which case the opposing players can get decent navy, land, and lower tier air in the first ten minutes before you have the T3 bombers and such knocking them out. It is definitely important to ensure that T3 isn't so easy as to negate the need to even build any land or navy at all; again we should well rush T3 (but in this case, air factories) as fast as possible. It'd be too much like the stereotypical middle-eastern battlefield, the Iranians or whoever can't walk outside without fear of being airstruck. If this makes sense.

All in all, great mod, but just remember, to be successful, you have to make sure the balance is retained, or that you didn't change it too much. Unless your intent is to emphasize T3 battles, in which case could be an interesting new game mode.
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