Possible work-around for mobile factory limitation?

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Possible work-around for mobile factory limitation?

Postby Wakke » 15 Nov 2013, 20:58

As we all know, mobile factories such as carriers, czar's and fatboys cannot combine building with moving or attacking (or more specifically: selecting a new target). I understand it's an engine limitation.

However, would the following be a good/feasible work-around? :

When selecting a unit to be built, it is built instantly (this could be implemented simply by giving the mobile factories very high build power). After this there is a 'cooldown' during which no units can be built. The cooldown period is equal to the buildtime of the unit previously built, or if the latter is not possible, a constant cooldown can be used.

While not the ideal solution, the mobile factory unit is now only interrupted for a split second when popping out a unit.

It might be hard to combine this with build queues, but I for one could live without them on mobile factories.

Note also that the insta-build means a sharp sudden hit on your mass and energy storage, but I don't see this as such a problem. In fact, it fits quite nicely with them being 'experimental' factories, and would put greater focus on building storage.
Last edited by Wakke on 16 Nov 2013, 15:20, edited 1 time in total.
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Re: Possible work-around for mobile factory limitation?

Postby Supremegod » 15 Nov 2013, 21:14

I don't see how this solves the problem?
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Re: Possible work-around for mobile factory limitation?

Postby Wakke » 15 Nov 2013, 21:18

Supremegod wrote:I don't see how this solves the problem?


What do you mean? Of course it would improve the situation?

For example, it currently takes a fat boy 33s to build a Percival. That's 33's during which the fat boy cannot move or fire. With the above, the fat boy would only be out of action for 1s or so.
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Re: Possible work-around for mobile factory limitation?

Postby stormbeforedawn » 15 Nov 2013, 22:07

It allows fatboys and carriers to be used for their intended purpose, and would justify their price.
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Re: Possible work-around for mobile factory limitation?

Postby Marko Box » 15 Nov 2013, 22:08

I like it
[OS]CrazedChariot: more games are lost in fa
[OS]CrazedChariot: than are won
[BC]Banana: thats like saying there are more banana peels than bananas
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Re: Possible work-around for mobile factory limitation?

Postby ZLO_RD » 16 Nov 2013, 00:25

Doesn't factory inside of aircraft carrier can build while move?
(make navy fac, start bild, bring air craft carier, set assist ground, fac will be inside of carrier, abd can build while move :D)
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Re: Possible work-around for mobile factory limitation?

Postby Supremegod » 16 Nov 2013, 01:11

Ooh ok now I get I was kinda confused in your example of 1s build time I like the idea
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Re: Possible work-around for mobile factory limitation?

Postby Wakke » 16 Nov 2013, 01:32

ZLO_RD wrote:Doesn't factory inside of aircraft carrier can build while move?
(make navy fac, start bild, bring air craft carier, set assist ground, fac will be inside of carrier, abd can build while move :D)


Care to elaborate here ZLO? :)
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Re: Possible work-around for mobile factory limitation?

Postby IceDreamer » 16 Nov 2013, 16:37

Building while moving is absolutely impossible, the engine simple will not allow it.

Firing while moving should be possible in theory, but it's not a simple change, at least as far as Fatboy goes. I'm looking into it, but I'm not hopeful; it seems beyond my skill.
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Re: Possible work-around for mobile factory limitation?

Postby errorblankfield » 17 Nov 2013, 10:26

Why doesn't a simple 'GUI makes units build at some position off the map which are teleported on completion' trick work again?
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