Anti Teleport

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Anti Teleport

Postby noovd » 23 Oct 2014, 12:31

After the T3 mobile Anti air got released, which in my opinion is a great improvement in gameplay, I think we should reconsider Anti Teleport again. If you build a super expensive static unit like Mavor, Paragon or Salvation with each less than 10k hp, there is no way you can protect them from 10 SACUs teleporting nearby and just blowing up (you can do it with less SACUs if you manage to build power storages at destiation). And 10 SACUs with teleport are still cheaper than those artys or the Paragon. You could also blow up an ACU without possible counter gameplay if you have enough Tele SACUs and do it right.

The reason why the T3 mobile AA is a great improvement is because its pretty weak and can only protect you from Snipes if you have large numbers. Thats why I also would suggest the Anti Teleport range to be small and still expensive, so you cant spam this everywhere. I guess the range should be about 20 (ACU gunrange), which is barely enough to protect a certain object, if you also have pds. This also makes Telemazer a bit more difficult but still a very possible strategy, which is ok, because you would risk your ACU. The cost of the Anti Tele should be about 10k mass and 1000k energy and the size should be the size of an Antinuke. The hp should be low (about 2k-5k) and the buildtime should be around 4k, which would match the ACU Teleport buildtime. It should be a T3 unit, but could also be T1 just like the ACU Teleport^^.

I believe Antiteleport would improve gameplay, because it encourages scouting even in later stages of the game, because you dont want to waste resources on Teleport, if it is protected by Anti-teleport and also you dont want to waste ressources on Anti teleport, if the enemy doesnt even threaten to build Teleport. Teleport and Anti Teleport would now match Nuke and Anti Nuke, which is also a good part of the gameplay.


What do you guys think?

Maybe you can do a mobile version which can be build just like a scathis. Or by a T3 landfactory. Or by a quantum gate. What about an Anti Teleport SACU upgrade? Discuss!
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Re: Anti Teleport

Postby IceDreamer » 23 Oct 2014, 12:57

I have two thoughts on this matter.

1: If Anti-Teleport Towers were considered for integration, they would have the be of high visual quality. I also think that they should have a VERY short range, and a VERY high Energy cost, for example a mere 10 range for 3000 Energy drain. To truly protect a structure would take considerable investment, but would be doable.

2: I think it would be better to search for alternatives. For example, we could limit the range of sACU Teleportation in the first place. Having the ACU able to teleport anywhere on the map is fine, you only have one and it's very high risk, but the sACU Teleports are extremely powerful, even if you don't consider suicide missions.

I'm sure there are more alternative to that one, it's just an example of where I'd begin.
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Re: Anti Teleport

Postby Mr-Smith » 23 Oct 2014, 13:19

really its so hard to kill any structure with teleport scus or even the acu its neary impossible to snipe anything else than antinukes / nukes effective.
as soo as it goes for t3 arty you need so many to kill it that it does not work half the time and you still leave the wreck
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Re: Anti Teleport

Postby Blodir » 23 Oct 2014, 15:26

I don't really like the idea of adding new units into the game to prevent a very niche tactic seen maybe 1/20 games.
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Re: Anti Teleport

Postby IceDreamer » 23 Oct 2014, 15:36

Mr-Smith wrote:really its so hard to kill any structure with teleport scus or even the acu its neary impossible to snipe anything else than antinukes / nukes effective.
as soo as it goes for t3 arty you need so many to kill it that it does not work half the time and you still leave the wreck


This is a great point, and another option which could be explored. Just increase the HP of the structures which are targeted most.
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Re: Anti Teleport

Postby palombhp » 23 Oct 2014, 16:37

I would agree with Blodir, leave it as it is.
There are enough means to protect against this niche tactic.
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Re: Anti Teleport

Postby Krapougnak » 23 Oct 2014, 17:29

If you go for it please consider BlackOps mod Anti-teleport Towers, the models are great, the range is limited and the cost in energy is high.
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Re: Anti Teleport

Postby galacticfear » 23 Oct 2014, 18:10

No.
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Re: Anti Teleport

Postby Myxir » 23 Oct 2014, 18:14

i'm against adding more (and more) units to the game, that's what mods, such as BO, are for.
a much better way would be to set a max teleport range, so that the snipes are easier to predict
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Re: Anti Teleport

Postby Dragonfire » 23 Oct 2014, 18:38

Maybe let the community decide ...
Seperate the "AntiTeleport" part from BO and host games with this mod.

Same like rk_explosion mod ...
If it is great, everyone will use it^^

Maybe this is also a good question for my upcoming faf.vote webapp, where every faf user can only vote once.
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