engyredesign mechanics

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engyredesign mechanics

Postby VoiceofReason » 01 Jun 2013, 18:16

While playing the balancetesting mod I had a thought to retain some of the FA gameflow;
One thing I keep hearing and seeing is - People love that they can just tech to a non-hq factory and pump out a t2 engineer on the otherside of the map where in any normal situation it would've taken time, effort and a plan to get that tech level to that position - Or a risk with your mass if you want to just upgrade a forward factory.

In either case, this is obviously a huge difference from before. My idea;
First; Disable factories from having the NON-HQ upgrade(cheapfact)
Second, only allow that non-hq factory to be built by relative tiered engineers/acu (hardbuilt)

If you don't have that tech level in the area, you either have to pay the fullcost of the factory;ie upgrade to get a t1 factory to t2HQ, or t2hq to t3hq - OR, get the tech there - Transport some t2 engineers, or walk your acu over.

After coming up with that I started thinking it makes "practical supcom sense" (<---cmon, that's funny)
Instead of magically having the tech enabled because you upgraded some factory to a t2HQ or t3hq some 5 to 10 kilometres away (or further)
Instead, you actually have to have the tier2 blueprints on hand via t2engy or t2acu to build a t2 "non-hq(cheapfact)" factory.

This will return some of the original flow while still retaining the efficient t2, and t3 spam without engineerspam if that's the direction the player wants to take.
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Re: engyredesign mechanics

Postby FunkOff » 01 Jun 2013, 18:24

No, its fine how it is. If you can wirelessly send mass and energy, you can wirelessly send tech too.
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Re: engyredesign mechanics

Postby VoiceofReason » 01 Jun 2013, 18:30

FunkOff wrote:No, its fine how it is. If you can wirelessly send mass and energy, you can wirelessly send tech too.



No? No what? The game was fine before too.
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Re: engyredesign mechanics

Postby Golol » 01 Jun 2013, 18:31

if it is seen as a problem then theres a much easier fix imo.
only allow hqs to build t2/t3 engis.
i think that would be good in any way because engimod should make spamming high tech easier. you dont need to be able to build engis on your support factory.
and if you want a base, you have to build a hq at the place to get engis
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Re: engyredesign mechanics

Postby Ato0theJ » 01 Jun 2013, 19:42

I don't see how this is a problem for anyone but people who don't expand and turtle in their base- if it is so OP, every faction can do it so why don't you?
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Re: engyredesign mechanics

Postby VoiceofReason » 01 Jun 2013, 20:52

Ato0theJ wrote:I don't see how this is a problem for anyone but people who don't expand and turtle in their base- if it is so OP, every faction can do it so why don't you?



Problem, op? Do you misunderstand entirely? Or do you just not read?


"While playing the balancetesting mod I had a thought to retain some of the FA gameflow;
One thing I keep hearing and seeing is - People love that they can just tech to a non-hq factory and pump out a t2 engineer on the otherside of the map where in any normal situation it would've taken time, effort and a plan to get that tech level to that position - Or a risk with your mass if you want to just upgrade a forward factory."

"In either case, this is obviously a huge difference from before"






engymods goal was to maintain current gameplay and flow, while fixing engyspam and buildpower issues.

When did I say, problem.. or overpowered? As for bringing up turtles and that situation; does that even make sense?

What I bring up and why is for the sake of retaining the game mechanics we love and know, while keeping the same efficiencies offered by engyredesign
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Re: engyredesign mechanics

Postby Zock » 01 Jun 2013, 21:02

engymods goal was to maintain current gameplay and flow, while fixing engyspam and buildpower issues.


Yes, but same as the larger t2 battles, if there is a gameplaychange that we think is nice, we keep it.

And so far i didn't see any problem with higher techs beeing easier aviable not only in your base, i actually seen many positive effects (more fight for mapcontrol). Before you would very often just don't bother to send t2 units somewhere, takes way too long and way too much efford - you'd rather just go t3 i.e. And you still very often do that, because its rare you will make many t2 factories everywhere.

Compared to t1, you can have t1 factories everyhwere..yet in very most of the games, your t1 factories are still in your base. And even the cheap support facs are still a higher investment then t1 factories, so it should be to see them even less spread - and this matches with my experience so far.

tl;dr: the difference to original gameplay is more minor to me, then some think, and as little as it is, i consider it rather a good then a bad thing.
gg no re

ohh! what a pretty shining link! https://www.youtube.com/c/Zockyzock
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Re: engyredesign mechanics

Postby VoiceofReason » 01 Jun 2013, 21:11

Well, I see it more as increasing t2/t3 engineers buildpower was seen.

The ability to spam defences anywhere and everywhere, much faster and easier than before. This was shot down and explained in a myriad of ways; Im just pointing out that hasn't been elimiated
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