Mexes & Mass storages

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Mexes & Mass storages

Postby Crotalus » 09 May 2014, 17:20

There have been earlier discussions about economy upgrade being cumbersome for players, especially building mass storages. You need to setup templates to make it less micro-intensive and also make sure you walk around with enough engineers to build them. One suggestion was to remove / lower mass storage adjacency to reduce the need for building them.

I've made a mod which is a compromise, trying to solve the above problem:

* Mexes are able to build mass storages themselves, just like an upgrade. This reduces micro to a single click and removes the need for a template.
* You are still able to assist the mex to make it build faster, just like any other builder.
* The normal way of building mass storages are ofc still possible

Please try out the mod and come with your opinions, is this something that would benefit the game? The UI logic isn't polished so there may be weirdness / bugs

Mod is called "Mex builds Mass Storages", search for "Mex builds"
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Re: Mexes & Mass storages

Postby IceDreamer » 09 May 2014, 18:02

Interesting solution to the problem. Mex surround has always been more efficient post-T2, so I think it would be best for such an upgrade to only be available to the T2 and T3 mex. There is a flip-side to the argument though, that it is yet another thing which uses up your attention resource and separates two players, which in my opinion is a good thing. SupCom's all about these incremental advantages...
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Re: Mexes & Mass storages

Postby rockoe10 » 09 May 2014, 18:23

interesting. Not sure how I feel about it yet, I'll give it a test try when I get back from work
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Re: Mexes & Mass storages

Postby Crotalus » 09 May 2014, 18:30

At the moment mass storage is on the same tab as upgrade if it's advantagous to use it, for T1 mexes it's "hidden" under the T1 tab, thus you have to manually switch to that tab if you want to build storages anyway.
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Re: Mexes & Mass storages

Postby Lionhardt » 09 May 2014, 19:23

This reduces the importance of engineers, and keeping them alive. Especially at the front far away fom your production. Therefore it heavily alters the gameplay.


I am not necessarily saying this is bad. Just pointing it out.

I think managing your engineers is an important part of the game though. On the other hand I love automation that reduces micro and allows you to focus more on the bigger strategic picture... after all advanced UI and smart control schemes is what seperates SupCom from StarCraft and co. the most. The 'actual' solution would be more autonomous engineers and area commands though! (This is one of teh sharpest edges PA (and Zero-K and co.) has on FA(F) imo)
Last edited by Lionhardt on 09 May 2014, 19:27, edited 1 time in total.
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Re: Mexes & Mass storages

Postby Crotalus » 09 May 2014, 19:27

Yeah, but with the current direction / plans of removing mass storages adjacency altogether this would be the case anyway.

I guess it depends on the reason for removing the MS-bonus, if it's due to the complexity of economy this mod will help but not if it's about reducing the exponential effect of the economy
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Re: Mexes & Mass storages

Postby Lionhardt » 09 May 2014, 19:29

I am not aware of such plans?
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Re: Mexes & Mass storages

Postby Crotalus » 09 May 2014, 19:30

Discussion of economy, I would guess it heats up 5+ pages into the thread
viewtopic.php?f=2&t=3380

I guess you could even lower the income or raise the cost a bit for T2+MS / T3 mexes with this mod as penalty for having extra buildpower / easier to build the storages.
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Re: Mexes & Mass storages

Postby Sheeo » 09 May 2014, 20:03

How is a thread over a year old with no actual consensus a plan?

Interesting idea though, I'll give it a try in a few games.
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Re: Mexes & Mass storages

Postby Crotalus » 09 May 2014, 20:35

Well, I've heard Zock for instance would suggest some changes to economy next balance round(someone even did a mod with his suggested changes). I don't think the idea of removing mass storages adj is dead at all.
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