deployable modes for some units

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deployable modes for some units

Postby Myxir » 05 Jul 2016, 19:55

we know that all factions besides cybran lack in option, and a good bunch of people are in favour of adding strategies/features to other factions rather than reducing cybran's. one idea that came to my mind is to add deployable modes for some units, using a deployment UI button which is similar to sera snipers or cybran cruisers switching modes.
not that this is not a omg-we-need-this-now thread, but i'm trying to get some ideas/feedback on the general idea

this might remind you of the selen (sera t1 scout), for which we probably get something like this anyway, and yes it is similar

one example: seraphim t3 mobile shields which have the normal mobile mode which remains unchanged, and a deployment mode which could make them immobile (even on water) and increasing their shield size, becoming somewhat similar to a t2 static shield
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Re: deployable modes for some units

Postby Nepty » 05 Jul 2016, 21:57

Sounds fun! I like your thinking!

All mobile shields should deploy. It can be diverse too:
UEF = 40% more shield HP
Aeon = 20% radius and 20% shield HP
Seraphim = 40% radius.

My ideas:
UEF mongoose = deploys. Disables Gatling gun. Faster Rate of fire for grenade launcher.
UEF Titan = deploys. Enables rocket launcher? Or increased plasma cannon rate of fire.
UEF Archer = deploys for increased rate for fire (+30%) or range. What ever is less game breaking.

All could make FAF more interesting. Please more ideas.

(Some one should get an exclusive tech 1 refueling pad / Air staging.)
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Favorite map: Vale of Isis | Favorite faction: UEF | Favorite opponent: Anaryl | Favorite pro: Chosen
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Re: deployable modes for some units

Postby --- » 05 Jul 2016, 22:11

This gives a whole new perspective on the increased range of the attack-move-reclaim of engis :D
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Re: deployable modes for some units

Postby Ithilis_Quo » 05 Jul 2016, 23:16

I have same idea in past.. and this is also kinda "fixed in equilibrium" post:)

My idea was:
- Most of aeon units looks like be able to pack themself. Also lot of aeon building already have unpack animation when you finish them.
- This should be another specific for aeon faction: be able pack units while in packed form will not be able fire and move, but will get additional armor and regeneration.
- Problem is if that units will need to lose some poction of hp to stay balanced with this additional feauture, also is qestion how strong it should be, ideal it should be strong enought to not stay only as cosmetic change.

Already it is on aeon stealth, that is packable and get more hp and regen, and on t2t3 AA pd, what is only visual change, while it looks insine cool and dont have time to think more about how to balance it.

______________
About deploy:
- nomad mod use "Anchor" feauture on lot of units, and work pretty cool, so this should be easy implemented when needed, becasue this function is already done
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Re: deployable modes for some units

Postby zeroAPM » 05 Jul 2016, 23:28

As much as i am ashamed to suggest this, i'd like to see this applied to the Fatboy.

General: higher cost, longer build time (?)
Packed has only the riot guns, basic AA, slower rate of fire and less range on main cannons (compared to vanilla) and no shields, cannot produce units
Unpacked has faster firing cannons and same range (compared to vanilla), much more powerful shield (compared to vanilla), expose extra weaponry (more riot guns, SAM and Flack AA, one or more smaller Klink hammer type weapon with same range as T2 arty but less damage/slower ROF), can produce units super fast (higher build power).

Tl;dr; Base-In-A-Box

Spoiler: show
What a loss that there is no longer a briang to scream "Your idea is bad! You are bad!" at everyone :cry:
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Re: deployable modes for some units

Postby KeyBlue » 06 Jul 2016, 00:30

Interesting idea. I have a consideration though.

Will this not result in very micro intensive battles like in StarCraft?
This becomes especially apparant in range differences, where someone who kites needs to do a quick retreat and fast undeploy/redeploy.
Or you need to do fast deploy to get an ability off and then undeploy to move forward (eg: rocket launchers for titan idea)

I always thought this micro intensive style wasn't what people wanted from SupCom. (High APM is still rewarded)

I'm not sure if such micro is even possible in SupCom with all the path finding issues.
But I guess it is something, we need to consider when adding such abilities.
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Re: deployable modes for some units

Postby Lieutenant Lich » 06 Jul 2016, 05:33

zeroAPM wrote:As much as i am ashamed to suggest this, i'd like to see this applied to the Fatboy.
General: higher cost, longer build time (?)

That thing already costs 28k mass and is not the most useful exp (except turtle maps. /me frowns at gap and thermo) and you want it to cost even more?

Better substitute its useless death weapon and torps for those abilities.

Idea with Aeon folding and unfolding, Ithilis, is good and you do not need to decrease their health. Their packed form should just give them some regen rate and it's all good (5 hp/s for T1, 7hp/s for T2, 12 hp/s for T3).

Overall good ideas guys but we all know the most likely outcome of this thread...
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: deployable modes for some units

Postby Myxir » 06 Jul 2016, 09:01

KeyBlue wrote:Will this not result in very micro intensive battles like in StarCraft?

yes i'm a bit worried that it could result in this, so i guess the deployment of units should take some seconds, to make (re)deploying all the time very time consuming, so its use is mostly strategical (like with the t3 mobile shield example)

i also think that this should be a mostly sera feature, to make up for their lack of units in general (they also already have this for their scout, sniper and destroyer), though there might be some other units where it could make sense
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Re: deployable modes for some units

Postby --- » 06 Jul 2016, 09:08

Since a deployment of a unit puts the unit into a different state compared to being mobile, I think there should be a visible change in appearance, no? Like with the tanks in StarCraft. Which then also would need animations for the transformations if I am not mistaken. A lot of work to be done (I love animations, so properly done, it would be great).

Anyway, snipers always look the same, right?
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Re: deployable modes for some units

Postby zeroAPM » 06 Jul 2016, 11:43

LichKing2033 wrote:
zeroAPM wrote:As much as i am ashamed to suggest this, i'd like to see this applied to the Fatboy.
General: higher cost, longer build time (?)

That thing already costs 28k mass and is not the most useful exp (except turtle maps. /me frowns at gap and thermo) and you want it to cost even more?

Better substitute its useless death weapon and torps for those abilities.

Idea with Aeon folding and unfolding, Ithilis, is good and you do not need to decrease their health. Their packed form should just give them some regen rate and it's all good (5 hp/s for T1, 7hp/s for T2, 12 hp/s for T3).

Overall good ideas guys but we all know the most likely outcome of this thread...


The idea was that while mobile is very vulnerable but when unpacked it goes full "YOU SHALL NOT PASS" mode (much more powerful shield, more weapons, pump out units so fast that it put a heavily assisted factory to shame, etc).
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