Amphibious buildings?

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Amphibious buildings?

Postby BlackSheeple » 19 Feb 2016, 18:50

Should more buildings be amphibious? Especially, I'm thinking about the resource generating structures ...
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Re: Amphibious buildings?

Postby Exotic_Retard » 19 Feb 2016, 19:51

mexes are and so are sacus... isn't that everything?
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Re: Amphibious buildings?

Postby JaggedAppliance » 19 Feb 2016, 20:14

TMD, hydros, aa. Maybe someone wants to argue for amphib smd.
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Re: Amphibious buildings?

Postby BlackSheeple » 20 Feb 2016, 22:48

I don't want to argue for amphibious SMD.

It just crossed my mind, that on water maps the islands are always so crowded. Despite there being so much free real estate on the ocean floor.
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Re: Amphibious buildings?

Postby Zoram » 21 Feb 2016, 02:07

it would make lakes too easy to defend no ?

in a mod maybe, but doesn't seem needed in the main game.
There were plenty underwater buildings in TA, I think there not in supcom for a reason.
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Re: Amphibious buildings?

Postby Blodir » 22 Feb 2016, 09:42

JaggedAppliance wrote:TMD, hydros, aa. Maybe someone wants to argue for amphib smd.

Amphibious SMD would be nice and make a lot of sense. I can't imagine anyone arguing against it, but there's always someone :D
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Re: Amphibious buildings?

Postby Exotic_Retard » 22 Feb 2016, 14:21

i think its an interesting idea - lets have a look at what this change might do:

make navy a bit more static - interestingly the difference here is in consistency - you wont go from winning position to losing position in 3 seconds.
this will also stop people in a winning navy position to snowball as much by nuking enemy navy just out of smd range

cost for this would be 0 shields on your expensive asf smd that takes 999 years to build + load anyway, so it could very well be useless.

so i guess it would be better for uef as usual and worst for cybran - since already cyb navy is weakest at late t3 and uef is best, this would tip it even more in their favour.

and it also hinges very heavily on shields (shield boats in this case) so its not easily balance-able - you would need to rebalance navy as a whole to get this change to work, or face an unnukeable uef and have no chance as cybran with 0 shields to defend your 3000hp smd vs the uef battleship with 54938493 range (or anything else for that matter).
Spoiler: show
of course you could go one step further and make shields also amphibious, but then you run into the problem of navy becoming even more static and basically an arty war. also harms creep + shields is something you might want to check up on, but it would even up the playing field at least, still i would think this is not in a good way - since cybran is the only shieldless faction you could make this only for cybran, which is an almost viable choice, but still leaves a little to be desired.

alternatively you could make cybran smd like harms - underwater which would even things out a bit but torpedo bomber snipes are a thing so not sure if that will really help.

in short, sounds like a nice idea at first, might not be so nice in the end

hope this helps
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Re: Amphibious buildings?

Postby Apofenas » 22 Feb 2016, 14:38

Blodir wrote:Amphibious SMD would be nice and make a lot of sense. I can't imagine anyone arguing against it, but there's always someone :D

Wasn't it amphibious in vanila?

There are like 4 units i would like to be amphibious: mass extractor, mass storage, hydro and t1 pgen.
Current mass extractors and hydros are not supposed to be under water buildings. But we still have maps with underwater mex and hydro markers, which allow us to build under water. This is weird.

Such mexes are in huge disadvantage. I saw and had games where both sides have similiar amount of mexes, but side that has underwater mexes is in big mass disadvantage because underwater mexes can't be boosted by storages.

And t1 pgens. Well it would be interesting if you could play without having land. Be in disadvantage compare to having portion of land, but still be able to compite. There are maps with hydros for that and to be honest they are fun to play. This could also make t1 and t2 subs a first choice on such maps.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Amphibious buildings?

Postby keyser » 22 Feb 2016, 15:17

put smd on the seabed so that bs can't kill it in no time
only subs and torpedo bomber will be able to deal with it, making them more usefull.
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Re: Amphibious buildings?

Postby Ithilis_Quo » 22 Feb 2016, 16:04

Exotic_Retard wrote:and it also hinges very heavily on shields (shield boats in this case) so its not easily balance-able - you would need to rebalance navy as a whole to get this change to work, or face an unnukeable uef and have no chance as cybran with 0 shields to defend your 3000hp smd vs the uef battleship with 54938493 range (or anything else for that matter).


i was think the same, but while i read this go with solution on this problem:
- torpedo that ignore shield and go throught.

This also move a navy balance litle bit, while it make torpedo stronger, and shield will stay against direct fire damage. And also make uef navy less op, while uef cruiser would not be unbeatable.
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