by Stratocaster » 16 Feb 2013, 06:20
Hah, this was my other idea for reducing lag during the end game. It's not an awkward fit either. Consider how the other tiers of air are sort of balanced, with T1 fighters costing 50 mass and T1 bombers costing 80mass, T2 fighters (Aeon) costing 200 and T2 FB costing 420 (why's the UnitDB say Cybran only has 58 AA dps, while the others have 150 AA dps?). That's a 4x resource jump. Kind of awkward that the T3 fighters were so cheap compared to the other T3 Air (1200-2000m). Heck, even a T3 engineer is more expensive mass wise. So for slightly less mass cost than a T2 FB, less than 2x the build time, but lots more E, you get a ridiculously faster and higher flying interceptor, with much more AA dps and HP... or for 2x the mass over a T2 fighter, you get more than 2x the DPS, more than 3x the HP, you have enough speed to intercept things across the map in the matter of moments, high elevation to better survive land based AA, and... that's just starting the "balance issues", but that's another topic.
This is a change that reduces number of moving units on the map and therefore less lag. People like to control their fighters as a single big blob anyways. It's easier to count fighters too. This helps the unit cap, maybe encouraging players to go with a lower unit cap. Makes aircraft repair/docking easier and more appealing (did you know aircraft are repaired super cheap on them?). Makes 'em come out of carriers easier. Makes ASF much more likely to survive a CZAR using ground attack and much less likely to give it crazy vet bonuses. Many benefits to this. Less overkill damage losses from slow projectiles (SAMs, cruisers, etc.). It doesn't really change the game balance. It's just an "Oh" moment, when people learn about it. Hopefully, after the "Oh", comes a statement like, "Ah, that makes sense."
Mathematically speaking, increasing the cost of ASF by "X" percent, does not reduce the number of ASF by "X" percent.
ASF 400m 40,000e. 100 of them = 40,000m and 4,000,000e
(increase cost by 25%)
ASF 500m 50,000e. 40,000m and 4,000,000e worth = 80 ASF (20% fewer)
(increase cost by 50%)
ASF 600m 60,000e. 40,000m and 4,000,000e worth = 66.6 ASF (33% fewer)
(increase cost by 100%)
ASF 800m 80,000e. 40,000m and 4,000,000e worth = 50 ASF (50% fewer)
I don't like drastic changes, so I think a 50% increase to mass, energy, build time, HP, and DPS, would be the upper limit I'd be comfortable with ATM, and 25% would be conservative. I truly think this will enhance a player's game experience. It's not just about reducing lag... I feel it would truly make the unit fit better into the game architecture with all other things considered, from repair pads and SAMs and mitigating those annoying mechanics like how you may feel hesitant to intercept a CZAR due to vet bonuses you give it if you do not kill it outright.