Forged Alliance Forever Forums
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ZeRen wrote:I build one, sometime two HQs never needed more, pointless change and waste of devs time...
MrTBSC wrote:ZeRen wrote:I build one, sometime two HQs never needed more, pointless change and waste of devs time...
yea that´s a VERY convincing arguement for a mod that didn´t make much sense in the first place ...
FtXCommando wrote:MrTBSC wrote:ZeRen wrote:I build one, sometime two HQs never needed more, pointless change and waste of devs time...
yea that´s a VERY convincing arguement for a mod that didn´t make much sense in the first place ...
Aren’t you the dude that said one of the biggest issues with FAF revolves around pathfinding? And now a major game change that removed the worst of engie pathfinding issues is considered “needless complexity?” (read: make expensive fac then make cheaper ones is apparently an extremely difficult concept for anyone but 146 IQ FAF players)
And yes, engiemod IS a buildpower solution. Literally look at the name of the mod.
FtXCommando wrote:Do you mean just randomly shitting out a t3 HQ when you havent built a single land factory or air factory the whole game? Lol, no. Shouldn’t even need to explain why that’s just bad.
FtXCommando wrote:I’m fine with an option to upgrade a support fac into an hq for the full upgrade cost of an hq.
FtXCommando wrote:The resources in this game are not just mass and energy. Buildpower is a resource you need to consciously account for. If you can just make a t3 hq without having to deal with the downtime that comes from having to upgrade a factory, it rewards shitty play and makes it significantly harder to take advantage of enemy inability or something like destroying the HQ of the enemy via air or tmls. All this change would do is reinforce the “boring” game that you seem to always argue against as a vast amount of niche strategies will be made irrelevant.
You can argue that you could make the immediate HQ more expensive than upgrading a factory over a period of time but then you enter the realm of unintuitive design which we definitely do not need.
Of course land is the main path; navy requires water which already means it tends to be used in a minority of maps. The point of air is to be able to deal a uniform amount of damage over a vast area while being relatively simple to protect against. If you only have a few things to protect, air can’t do anything because it has already been efficiently countered. I also think you don’t really watch a lot of 20x20 games because land HQ upgrades are definitely the minority in those. Air HQs are cheaper in mass and in turn are able to quickly pay off their investment in comparison to land HQs simply because the size of the map means you have a harder time protecting all key areas.
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