Donated Units

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Donated Units

Postby Flipper » 31 Mar 2014, 16:11

Very late in a game, I knew I was going to be bombed soon (within 2-3 minutes), so I have my shiney new galactic colossus to a team mate.

He took it over and was walking it to the battle. Then the awassha took me out. The GC dies and collapses.

WHY?!?!? It was given way before my demise.
Your rescue squad is too exhausted.
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Re: Donated Units

Postby Elikian » 31 Mar 2014, 16:15

There is a game setting "share untill death" or something similar, that means that all units you built are lost when you die.
So also the units you gave away.

The option to leave those units on the battlefield is called Full Share.
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Re: Donated Units

Postby --- » 31 Mar 2014, 17:09

Additionally notice that even with full share only completed units will be given to your team when you are no longer in the game. So, if it looks bad for you, do not start a Chicken in your base, for it will die if not completed before you get killed. In that case all your teammates will get is a massive energy storm killing everything around it (your former base).
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Re: Donated Units

Postby Mycen » 31 Mar 2014, 18:39

Flipper wrote:WHY?!?!? It was given way before my demise.


If it didn't work that way there would be no point in not making every game full share - you could just give away all of your units if you were about to die.
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Re: Donated Units

Postby Flipper » 31 Mar 2014, 20:10

I guess you are somewhat right, except that you have to do it yourself instesd of it just happening.
Your rescue squad is too exhausted.
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Re: Donated Units

Postby E8400-CV » 01 Apr 2014, 00:49

All the full-time Full-share haters would immediately install a UI mod that would give units automatically to teammates if ACU health dropped suddenly if that was the case....

Anyway: yes, in "share untill death", always build a factory with a donated engi. Esp. if you expect the player that gave the engi to die while you still need his race. You even get a few short seconds after he dies to start that factory :D

Last weekend I played a few games w/o Full Share. And as always they are lame; games are basically always decided by who drops first...
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Re: Donated Units

Postby Mycen » 01 Apr 2014, 03:37

E8400-CV wrote:Last weekend I played a few games w/o Full Share. And as always they are lame; games are basically always decided by who drops first...


I don't think a game where handling your ACU with care matters and attacking the other players directly can actually allow you to win is "lame."
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Re: Donated Units

Postby errorblankfield » 01 Apr 2014, 07:15

@mycen

I think he means those 'lame' games where first kill makes the killing team lose. I.E. some nub kills your ally in t1 on a big map and then you steam roll the game 1 v 2 cause you have double eco.

Alternatively, past mid-late game, first to drop normally means the team down a com can't even hope to win. Especially on a 'where you spawn = role' maps. If the land guy dies, cutting up the task of land is both hard to conceptualize (I'll do 1/2 of the land spam, you do the other half?) and hard to pull off cause their land guy is devoting all his attention in his spam (and he may have a full wave of spam ready from before your land guy died) while you can only split up your attention.

I like share until death on medium maps without the clear roles for this reason -minimize everything riding on one guy not fupping up. In general, large maps with roles are still fair with share only because attention is being split down. Though at times, I think it would cool if we could have something like only eco blow up (as an option). In theory, this is a good middle ground as you still have the option for fixing the eco difference without giving it in a lumpsum. Also if someone is sniped by someone not their opposite, you have their units/buildings to repel their counter with while you build up. (With no new eco mind you, just potential new eco.)
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Re: Donated Units

Postby Aurion » 01 Apr 2014, 08:03

errorblankfield wrote:@mycen

I think he means those 'lame' games where first kill makes the killing team lose. I.E. some nub kills your ally in t1 on a big map and then you steam roll the game 1 v 2 cause you have double eco.

Alternatively, past mid-late game, first to drop normally means the team down a com can't even hope to win. Especially on a 'where you spawn = role' maps. If the land guy dies, cutting up the task of land is both hard to conceptualize (I'll do 1/2 of the land spam, you do the other half?) and hard to pull off cause their land guy is devoting all his attention in his spam (and he may have a full wave of spam ready from before your land guy died) while you can only split up your attention.

I like share until death on medium maps without the clear roles for this reason -minimize everything riding on one guy not fupping up. In general, large maps with roles are still fair with share only because attention is being split down. Though at times, I think it would cool if we could have something like only eco blow up (as an option). In theory, this is a good middle ground as you still have the option for fixing the eco difference without giving it in a lumpsum. Also if someone is sniped by someone not their opposite, you have their units/buildings to repel their counter with while you build up. (With no new eco mind you, just potential new eco.)


I think there's a mod in the vault that adds Team Assassination (game is over when all ACU's are killed on one team). I think this is actually a good solution in some cases, because sniping an ACU would still be possible to win the game but there won't be someone with a bigass eco to stomp everyone.
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Re: Donated Units

Postby E8400-CV » 01 Apr 2014, 12:18

Mycen wrote:
E8400-CV wrote:Last weekend I played a few games w/o Full Share. And as always they are lame; games are basically always decided by who drops first...


I don't think a game where handling your ACU with care matters and attacking the other players directly can actually allow you to win is "lame."


That was actually never the case. Most games were either won because one of the four enemies had connection trouble and dropped from the game, others were lost because one of my teammates dropped due to some connection issue. With Full share you don't have that problem.

The whole 'double eco' argument against full share is also mood, since APM doesn't increase and that eco was there before as well, so if those players acted like a team, it wouldn't really matter. The only way it makes any difference is that teamwork was absent and now a bigger share of the total team economy is put to consistent use. Especially when the other team doesn't continue the attack after killing the front ACU. On seton's this can be seen from time to time. When I play air I sometimes get the front base and often I can get away with upgrading all the front mexes at once. That's not a "double eco" problem; that's a wrong turtle strategy from the other team.
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