I just thought about the changes zock planned for the balance patch. He wants to increase faction diversity with hp changes of eco buildings. While thinking about this i got the idea that a slight increase of faction diversity might not harm. But i would suggest first changes which are not affecting the balance of the game to hard. In fact i ve been thinking about balance changes which do not change the balance of the game. Intel units is a nice topic here. Through the whole balance of this game are hidden smaller or bigger changes in intel units, but the bad thing is they are not really through the whole game only partly implemented.
Here a summery of faction diversity of intel units in faf:
1.) T1 land scouts
-cybran has stealth
-aeon has bigger range
-uef most hp and 2dps gun
-sera big gun and cloak
2.) T1 air scouts
-3 factions have still scouting from a flying wreckage until it crashes
-sera has 20s released map exactly where the plane was shot
3.) T3 air scouts
Cybran has stealth
Aeon and UEF has no sonar in spyplane
no other faction has anything useful here
4.) T1 radar
absolutely nothing here all the same
5.) t2 radar
absolutely nothing here all the same
6.) t2 radar
absolutely nothing here all the same
7.) t1 Sonar
all the same
8.) t2 sonar
all the same except sera has nearly 50% more intel range
9.) t3 sonar
UEf got hp and torpedoes
aeon got good anti torpedo weapon
cybran got stealth ring
sera got no t3 sonar at all
10.) Special intel buildings
soothsayer of cybran opens map in the size of an omni
aeon eye of r. can open a small spot on the map for high e cost
uef satelite has light beam weapon, sight and small radar
-sera got no special intel building
So overall we can summarize that the features every faction got are in most cases the same and sound useful for every faction.
+UEF: HP & Gun -> undestructable scout
+AEON: Intel Range & Defense -> Unlimited vision ability on each point of the map
+Cybran: Stealth for scout units -> huge vision ability from own territory
+Sera: Scout vision from a dead unit & cloak & disadvantages in scouting on water
But still my idea here is to create a bit more smooth spreading of those features to make the factions more equal in balance of intel and increase the faction diversity. Here a list of units features how I would like them more. In my opinion those changes would not be op/ influecen balance in a huge way but give every faction it s own feeling how to play and advantages.
1.) T1 land scouts (no changes here since this unit has already good faction diversity)
-cybran has stealth
-aeon has bigger range
-uef most hp and 2dps gun
-sera big gun and cloak
2.) T1 air scouts
-UEF gets 105 HP and a 3dps aa gun so it can survive several intie shots and can kill other scouts within arround 10s
-Aeon gets bigger radar range
-Cybran gets same stealth like land scout but for higher e cost (maybe 100) default disabled. This feature in t1 scouts should definitely cost enough e to prevent abuse
-sera has 20s released map exactly where the plane was shot (no feature added since this feature it has is already nice)
3.) T3 air scouts
-Cybran has stealth (no other features needed here)
-AEON gets slightly bigger radar range
-Sera should get alike feature like t1 scout if killed all scout system including vision stay active for 20s
-UEF gets 1150hp to 1800 hp like a asf plane to survive a sam hit (1200damage)
-About the sonar differences no idea if they should stay as faction diversity ... omni is in all planes basically thats enough to scout under water acu
4.) T1 radar
-UEF gets 295 hp to survive a t1 bomber
-AEon gets bigger radar range for slightly higher e cost
-cybran gets personal stealth
Sera gets sonar half range of radar and sensor stays active 20s from destruction
5.) t2 radar
-UEF gets 1,2k hp to survive a single t2 bomber attack
-AEon again gets slightly more range for e cost
-Cybran gets personal stealth
-Sera gets sonar with 50% range of radar and sensor will stay active when dead for 20s
6.) t3 radar
-UEF gets 3,5k hp to survive a single t3 bomber run
-Aeon gets slightly bigger omni range not radar range
-Cybran t3 radar creates a stealth field around itself alike t2 stealth installation maybe a bit bigger
-Sera gets sonar with 50% of radar range and the usual 20s alive sensors after kill
7.) t1 Sonar (not sure if changes are needed here, maybe not)
-all the same
8.) t2 sonar
UEF could get a bit hp and torpedo like a stationary defense
AEon gets a torpedo defense so subs are protected next to it against enemy single t1 subs
Cybran gets stationary small stealth radius that t1 engis are hidden next to your naval facs but e cost should be slightly higher
-sera sonar t2 should be able to swim around alike other factions t3 sonar to remove a major imbalance for sera and have a slightly better sonar range. Sensor should stay alive until 20s after kill. Sera would have a nice sonar with moving t2 sonar with already increased range.
9.) t3 sonar (already nice faction diversity here no need for changes)
-UEf got hp and torpedoes
-aeon got good anti torpedo weapon
-cybran got stealth ring
-sera got no t3 sonar at all
10.) Special intel buildings (about those buildings you can argue a lot. Some goodies could be here added as well like eye of rhianna will cost a bit more mass but be a t3 omni sensor. And soothsayer maybe can establish a t2 stealth ring any where on the map for high e cost where you want it exactly like eye can create vision anywhere you want to. Sat should get simply much more intel functionality additional to its pocket laser to be the intel for a later mavor. Paragon does not need intel super nuke as well and cybran do not have anymore a 200k+ mass exp unit which is a pity btw.)
-soothsayer of cybran opens map in the size of an omni
-aeon eye of r. can open a small spot on the map for high e cost
-uef satelite has light beam weapon, sight and small radar
-sera got no special intel building
Any ideas on this? would it be op or good idea?
( 001 Updated with t2 sera sonar and sonar in spyplanes)