PD buildable on torp launcher

Moderator: keyser

PD buildable on torp launcher

Postby Ithilis_Quo » 15 Mar 2015, 20:48

Hello, when i was thinking about some stuff around. and how to make hover spam less cancerous. then i come to point that one of problem why its hover so strong on navy and not on land. is because on water is not posible build pd that can effective counter hoover, hover some in big number on naval production and kill all enginer. This idea will help to fix it, and also bring some interesting posibilitys.
_ _ _ _ _ _

make torpedo launcher as a platform on with is possible build building. T1 torp lancher for buildin on 1x1 size (t1pd, wall) T2 torpedo as 2x2 building (t2 pd, t1 pgen, t2 arty, t1 pgen...) and maybe allow link this floating buildable area. for 9x t2 torp launcher for 6x6 place (shield, t2 pgen, anti nuke).

It have some very big posibility that it can bring. At first torp launcher is very strong against sub and not so strong against navy. Its uncomporable weaker against navy as is PD strong against land. And torpedo dont do any dmg to hoover spam. So this will allow make more effective structural defense.

The idea is, that when is torpedo launcher destroed, then of course building that is building over torp launcher would be destroyed with him. Because all naval units have area dmg, would damage not only building over torp launcher but also torp platform.
In multiple platform linked to one place, after destroying one of the platform units would start losing hp by time, same as when you put shield (with cheating) on land, and after they destruction start with same way leaving wreck.

Whats your opinion about it?
Last edited by Ithilis_Quo on 16 Mar 2015, 11:58, edited 1 time in total.
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: PD buildable on torp launcher

Postby Frozen_byte » 15 Mar 2015, 21:31

There was something like this in TA... It totally fucked up Balance AFAIK because you are also able to build a Nuke/Stealth/TML ANYWHERE on the map.
~¿Quis custodes custodit?~
User avatar
Frozen_byte
Avatar-of-War
 
Posts: 208
Joined: 21 Sep 2011, 22:03
Has liked: 37 times
Been liked: 22 times
FAF User Name: Frozen_byte

Re: PD buildable on torp launcher

Postby ZeRen » 15 Mar 2015, 22:37

Frozen_byte wrote:There was something like this in TA... It totally fucked up Balance AFAIK because you are also able to build a Nuke/Stealth/TML ANYWHERE on the map.


yes, but you have to put mass to torp lunchers
---------------
interesting idea though
User avatar
ZeRen
Evaluator
 
Posts: 641
Joined: 03 Aug 2014, 08:22
Has liked: 154 times
Been liked: 49 times
FAF User Name: ZeRen

Re: PD buildable on torp launcher

Postby Frozen_byte » 15 Mar 2015, 23:18

In T3 stage the mass for Torplauncher doesn't really matter anymore. And a quick TML Base within the Water is a lot more dangerous than it's mass equivalent IMO.

Anyway Maybe someone is able to make a Modification for this - so it's possible to test this feature further.
The strategic possibilities are very interesting.
~¿Quis custodes custodit?~
User avatar
Frozen_byte
Avatar-of-War
 
Posts: 208
Joined: 21 Sep 2011, 22:03
Has liked: 37 times
Been liked: 22 times
FAF User Name: Frozen_byte

Re: PD buildable on torp launcher

Postby Ithilis_Quo » 15 Mar 2015, 23:51

Frozen_byte wrote:There was something like this in TA... It totally fucked up Balance AFAIK because you are also able to build a Nuke/Stealth/TML ANYWHERE on the map.


Its not a real problem. Already on non water map you can build tml/nuke whatewhere you want. does posibility to build on navy make some differences? I dont believe. Also why you would build tml on water, when you already have carrier that can f*** it up in same way? It is not some specific treat. and why you would risk build expensive nuke on water when you must invest 4000 more mass for torpedo platform, and not be able to effective defend it with shield? It make no sense at all.

and build a shield and stealth building is a point. But this shield would be very expensive. for make a platform big enought for shield you need invest 4360 mass + 3000 for t3 shield. Its half price of experimental. It would be very rare usage. but it make a posibility.
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: PD buildable on torp launcher

Postby zeroAPM » 16 Mar 2015, 10:46

Ithilis_Quo wrote:Hello, when i was thinking about some stuff around. and how to make hover spam less cancerous. then i come to point that one of problem why its hover so strong on navy and not on land. is because on water is not posible build pd that can effective counter hoover, hover some in big number on naval production and kill all enginer. This idea will help to fix it, and also bring some interesting posibilitys.
_ _ _ _ _ _

make torpedo launcher as a platform on with is possible build building. T1 torp lancher for buildin on 1x1 size (t1pd, wall) T2 torpedo as 2x2 building (t2 pd, t1 pgen, t2 arty, t1 pgen...) and maybe allow link this floating buildable area. for 4x t2 torp launcher for 4x4 place (shield, t2 pgen, anti nuke).

It have some very big posibility that it can bring. At first torp launcher is very strong against sub and not so strong against navy. Its uncomporable weaker against navy as is PD strong against land. And torpedo dont do any dmg to hoover spam. So this will allow make more effective structural defense.

The idea is, that when is torpedo launcher destroed, then of course building that is building over torp launcher would be destroyed with him. Because all naval units have area dmg, would damage not only building over torp launcher but also torp platform.
In multiple platform linked to one place, after destroying one of the platform units would start losing hp by time, same as when you put shield (with cheating) on land, and after they destruction start with same way leaving wreck.

Whats your opinion about it?


T2 arty and t1 pgens are already 1x1
zeroAPM
Priest
 
Posts: 452
Joined: 21 May 2014, 20:39
Has liked: 3 times
Been liked: 52 times
FAF User Name: Impressingbutton

Re: PD buildable on torp launcher

Postby Ithilis_Quo » 16 Mar 2015, 11:56

zeroAPM wrote:T2 arty and t1 pgens are already 1x1


And T1pd and wall are 0.5x0.5?
"Fixed in Equilibrium" Washy
User avatar
Ithilis_Quo
Supreme Commander
 
Posts: 1390
Joined: 29 Dec 2012, 15:55
Location: Slovakia
Has liked: 395 times
Been liked: 181 times
FAF User Name: Ithilis

Re: PD buildable on torp launcher

Postby Frozen_byte » 16 Mar 2015, 18:49

yes
~¿Quis custodes custodit?~
User avatar
Frozen_byte
Avatar-of-War
 
Posts: 208
Joined: 21 Sep 2011, 22:03
Has liked: 37 times
Been liked: 22 times
FAF User Name: Frozen_byte

Re: PD buildable on torp launcher

Postby quark036 » 16 Mar 2015, 20:47

So you could make the torp launcher have .5 x .5 space atop it, and make it so you couldn't carpet them (by which I mean build a bunch of torp launchers and give a bunch of land space on water). I think the t1 torp launcher is 1x1 (Correct me if I'm wrong) so you could put .5 x .5 space in the center of it, so you couldn't carpet them (there would be a .25 buffer on all sides). I like the idea a lot, because there isn't pd that can defend against hover while on water.
quark036
Avatar-of-War
 
Posts: 165
Joined: 11 Mar 2015, 03:17
Has liked: 10 times
Been liked: 26 times
FAF User Name: Quark036

Re: PD buildable on torp launcher

Postby zeroAPM » 16 Mar 2015, 21:48

Ithilis_Quo wrote:
zeroAPM wrote:T2 arty and t1 pgens are already 1x1


And T1pd and wall are 0.5x0.5?


Nope, still 1x1 as far as i know.

But honestly, i wouldn't mind a t1 torp launcher toting a gun twice as big as itself, the mere image is hilarious enough for me to want it

----------------EDIT
Heck, why not go full China and have the possibility of building platforms in water that act like land?
Give them the characteristics of walls (cheap, fast to build and loads of HP) and have some kind of system for them (platforms have to be connected to columns that extend to the ocean floor otherwise they sink)
Last edited by zeroAPM on 17 Mar 2015, 11:03, edited 1 time in total.
zeroAPM
Priest
 
Posts: 452
Joined: 21 May 2014, 20:39
Has liked: 3 times
Been liked: 52 times
FAF User Name: Impressingbutton

Next

Return to FAF Suggestions

Who is online

Users browsing this forum: Google [Bot] and 1 guest