So i made a new rebalance mod and i'm very curious on how people think of it.
I mainly play it with friends and am not directly looking to play it online with strangers.
Yet i like to know how the die hard faf community feels about these changes.
Note that i have not added new units or removed old ones.
All changes goes for all factions apart from the altered paragon wich can now be build by all factions but generate less.
the mod can be found in the vault onder s-wars complete pack version 1.1
This mod is ment to play a faster more interesting game based more on resources and less on time planning
Players are encouraged to play both aggressive and tech racing at the same time because of the free harrasement of t1 units.
Changes:
-All buildings upgrade very fast this includes both factories and defence/intel buildings
-Paragon (ininite resource center) Built by all factions
-Paragon max mass = 1000 max energy 500000
Resources:
-start the game with double resources
-Energy and Mass Storage x5
-Mass storage no longer buffs mass income but you receive the bonus always like you had built all the mass storage.
-Mass extractors and upgrades 1/4 price and fast build
-All t1 except buildings cost no mass
-All t3 except buildings cost double mass and energy
-Hydro plant generates 1000 energy AND 25 mass to make it more interesting also late game
-Tech 2 and 3 factories are build very fast
Intel and engineers:
-All T3 units have double line of sight
-All units (mobile and structures) with radar have double radar range (not omni or sonar)
-All stealth fields (mobile and structures) have double radius
-All Engineers have triple speed
-All subcommander gates can be built with all factions
Commanders:
-Have double health and health regen rate but start the game with only 2000 health
-All commander and sacu upgrades are instantly and half price
-Double buildrate (stacks with upgrades)
-Triple rate of fire for all weapons including overcharge (stacks with upgrades)
-Shield upgrades have double health and regen (stacks with upgrades)
Combat:
-Structures no longer deal damage when destroyed except for the paragon so no chain reactions
-All land units and mobile shields have double health
-T3 mobile artillery and anti air has double rate of fire to count up for there increased cost
-T3 anti air structures have a small area of effect (half of t2 anti air)
-T3 Units are build twice as fast
-T1 defences built 5 times faster
-Gunships now have area of effect but fire less accurate
-Torpedo bomber planes are now more effective by various factors
-All aircraft has only half the fuel to create a need for air staging and aircraft carriers in large maps
-Navel now all moves at the same speed because naval had a hard time moving around in groups with diffrent tech
-Torpedo's now live longer so they combat groups more effectivly
-fix for beam weapons who keep firing after every enemy is eliminated
Missiles:
-Tactical missile defence structures fires 10 times faster
-Naval missile defences have double rate of fire
-All tactical missiles except buildable ones now track their target
-T2 missile launcher structures have triple range but they do not have missile tracking
-All mobile land missile launchers have double range
Nukes:
-Nukes have a smaller area of effect
-Anti nukes can be placed in the sea and can only hold 3 anti nukes
-Nukes are 90% cheaper
-anti nukes are cheaper and fast build but they are more expensive then nukes!
-Seraphin experimental nuke is also affected by changes, it still makes nukes at fast rate but now at a much cheaper price
-the nuke does the same damage and in the same radius as a normal nuke but it still needs 2 anti misisles to be destroyed