Wakke wrote:Ok, I was confused at first. I assume you mean 'Mass/BP' everytime you mention 'BP/Mass'?
thanks and fixed
Zock wrote:My two concerns:
You will still have this problem.
I don't think more so than normal - T2 engies have 10 build power and T3 have 20 at most, the structure build time was balanced around these build power values. Do you mean that simply having more T2/T3 engineers will make it easier to put down whatever you like whenever you like? If so I agree but I don't think it will be any more viable than it already was with T1 engineer assist - you may note I reduced the HP of T2/T3 engineers to be multiples of T1 engineers.
Zock wrote:And a t3 land factory has how much BP? 300? That is an effective cost decrease for the first factory of 2496 mass, because you don't need to pay that buildpower in t1 engys anymore. This means its much more appealing to rush t3.
And you can't really adjust your eco anymore. Alone your first t3 factory would drain huge amounts of mass, and makes it impossible to produce other things while its running, when you don't have a great income. That was the reason we didn't go for that solution.
I'd appeal to more game testing - but if you rushed T3 you most likely could not afford to run the factory without stalling which you point out. What do you mean by not being able to adjust your eco anymore? Also the goal of this mod is not to keep all the established strategy but to make some facets of the game more intuitive. If rushing T3 is a problem then I would definitely alter my approach - I do agree that this will allow you to reach T3 more quickly in team games but I don't think this would affect 1v1 too much. Conversely T2 tech might be more viable for a longer period because of the improved factory efficiency.
Something that just occurred to me though would be to increase the time it takes to upgrade a factory to be similar to the length of time it takes to produce the equivalent build power in engineers - or in general to increase the upgrade time such that it is such a great time investment that you have a larger window of vulnerability when rushing tech.
MushrooMars wrote:So, I must say something. Everyone's all worked up about engineer efficiency and whatnot, when I just must ask a question; why not just give a straight-up buff to engineer efficiency? None of this mucking about with equivalent build power, tech structures and PD creep, just BUFF them. Make T2 Engie and Fac more efficient than T1, and T3 more efficient than T2, because that's how it SHOULD work. Engineering structures are more efficient than all of them, while the Aeon and Sera T3 engies retain their superior build power to UEF and Cybran T3 engies.
Yes this is what I did in this mod - all factories are now more efficient than engineers at building units and all engineers now have the same efficiency as T1 engineers with the added benefit of higher level tech.
MushrooMars wrote:But PD creep--
Then increase PD build time! Or decrease engineer health!
But factories are--
Then make factories have equal efficiency to their respective tech-level engineers!
PD and any structure's build time is calibrated according to its level engineer's build power. The problem with simply buffing the build power of engineers instead of reducing their costs is that it makes viable what once were gambit strategies like the engie suite SCU base drop no longer work on a mechanical level. SCUs had minimal competitive use because of how concentrated their build power could be - this was not the case in the past with simple engineers and we should be weary of buffing the already viable instant-firebase some high tech engineers can make.
MushrooMars wrote:Jeeze people, I understand balance is a touchy issue, but I've been modding this game log enough to know that, if anything, it is EASY TO FIX! And I must add, would it be such a bad thing if build power was a bit higher? This game is slow as it is.
Yes, as you know the build times for T1 factory units are generally between 5 and 15 seconds. In this mod the build times for T2 and T3 units are now in a similar range. All engineers except the T1 engineer have been buffed - T1 engineers might be reverse to be 10.4Mass/BP again but that is testing dependent. If Engineers receive a Mass/BP buff to 10.4 then I will buff factories accordingly but at the moment it does not seem necessary.
What about increasing all t2 buildpowers and buildtimes by a factor (eg. 1.5 or 2). Same for t3. But make t2 engys build t1 with less bp than they do t2 or t3. Same for t3 engys building t2/t1. This would make engys at the same level as the building/unit thats beeing built most efficent. And t1 engys in lategame more or less useless, because assisting a t3 fac won't be as efficent as bulding t2/t3 engies supporting it.
With this nerv of t1 engys assisting higher tech, factories have to become cheaper. I'd say make the t2 factory about 500m instead of 800. T3 facs cost decreased a bit too. (has to be tested out)
It has in the past been suggested many times to add a % nerf to engineers assisting things they did not have schematics for. I'm not opposed to this but it is a lot more complicated than playing with existing BP:Mass relationships and values. Currently in this mod T2 factories are the most efficient for building T2 units because of the time units take to roll off. This is not the case for Air Factories and for Air Factories it is viable to still make T2 units with your T3 factory at no penalty.
As far as engineers assisting factories I encourage you to play this mod - it is much less necessary to assist a high tier factory because of how quickly they already produce units. An additional 10 engineers will make no significant difference in the build time of a unit and eventually you will meet the build time floor of units rolling off construction.
FA is a game of economic micromanagement (what StarCraft players mistakenly call 'macro') and tactical trumping (e.g. T2 PD countering T1 Spam).