Hey everyone,
After some discussion on #aeolus and some thinking I made a mod to play around with the balance of engineers, and I would like to know what you guys think of the reasoning and the effect.
In FA, all higher tier units are more efficient at what they do than their lower tier brothers, if you compare it to the invested resources. For all combat units, dps*hp/masscost increases (dramatically) for higher tier units. Also the higher tier units get more features (i.e. better vision, longer range, etc). As a result, people will upgrade their factories and units at some point, because the investment in the higher tier factory will pay off after a while due to more efficient units.
This is true for all units, except the engineer. The buildrate/masscost of engineers decreases for higher tiers. A t1 engineer is therefore by far the best build unit for -anything-. As a result, we see players build hundreds and hundreds of t1 engineers, and they never become obsolete. Apart from the fact that this is conceptually incorrect imo, it results in an extreme burden on the pathfinding and hence game speed.
My idea was that higher tier engineers should become more efficient than lower tier engineers, and that (dedicated) factories should be slightly better unit-builders than their all purpose engineer counterparts. The first preliminary results are in the following mod. Note: only buildrates and buildtimes are modified, so there is no change in the actual unit cost, only in the build power available and required to build it. Changes are for now restricted to cybran land units only, so give it a shot in a cybran only, no air game: it's only to get some comments if a change like this can ever work.
Changes:
- assisting t1 factories with t1 engineers is slightly nerfed
- otherwise t1 gameplay is unchanged
- very significant buffs to the build rate of the t2 engineer (160%) and factory (232%)
- huge buffs to the build rate of the t3 engineer (380%) and land factory (670%)
- nerfs to the build times of t1 (127%), t2 (137%) and t3 (218%)units.
I normalized the build time in seconds to build a unit. So, a t1 factory will build a mantis as fast as a t2 factory will build a rhino, which in turn will be as fast as a t3 factory building a loyalist. Assisting is still worth it, but it is much less efficient than it was before: Per tick of mass, a t3 land factory is a 33% more efficient unit builder than a t1 engineer.
In its current state it may (will) probably make stationary defenses much more powerful, since a t3 engineer can build them very fast, but on the other hand, unit spam is also easier accross all tech levels.
Let me know what you think, the mod is attached.
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Rien