Forged Alliance Forever Forged Alliance Forever Forums 2011-10-25T22:00:05+02:00 /feed.php?f=11&t=234 2011-10-25T22:00:05+02:00 2011-10-25T22:00:05+02:00 /viewtopic.php?t=234&p=2610#p2610 <![CDATA[Re: Quantum Gates]]>
How about it cost a 2 x units energy it cost to build to teleport it and 5% of its mass? will make teleporting expensive but usefull still. also like the idea of teleporting navy. Also how about not being able to teleport experementals?

Statistics: Posted by noobymcnoobcake — 25 Oct 2011, 22:00


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2011-10-25T18:17:38+02:00 2011-10-25T18:17:38+02:00 /viewtopic.php?t=234&p=2599#p2599 <![CDATA[Re: Quantum Gates]]>
FunkOff wrote:
Bhaal wrote:I would change the Quantum Gates to be the lategame buildpower.
Giving them the ability to build all non experimental units with a huge buildpower(nearly instantly) would fix the stupid lategame engineer spam and game slowdown and make them usefull again. I mean its a quantum gateway, it should be able to port units from your other home planets into the warzone.


Should be be able to build air and land units, or just land units?

Also, I kind of like this idea, but it would mean you can build T3 land (and possibly T3 air) units without the aid of a a tech 3 land/air factory... so you could tech your acu and use that to build gateways.


What if only tech 3 engineers could build it? Like ACU at tech 1 can't build storage, but tech 1 engineers can. Tech 3 engineers could build this gateway (meaning you have to have tech 3 land or air) but ACU at tech 3 can't.

Statistics: Posted by Hanuman — 25 Oct 2011, 18:17


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2011-10-25T17:54:55+02:00 2011-10-25T17:54:55+02:00 /viewtopic.php?t=234&p=2598#p2598 <![CDATA[Re: Quantum Gates]]>
Bhaal wrote:
I would change the Quantum Gates to be the lategame buildpower.
Giving them the ability to build all non experimental units with a huge buildpower(nearly instantly) would fix the stupid lategame engineer spam and game slowdown and make them usefull again. I mean its a quantum gateway, it should be able to port units from your other home planets into the warzone.


Should be be able to build air and land units, or just land units?

Also, I kind of like this idea, but it would mean you can build T3 land (and possibly T3 air) units without the aid of a a tech 3 land/air factory... so you could tech your acu and use that to build gateways.

Statistics: Posted by FunkOff — 25 Oct 2011, 17:54


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2011-10-25T15:14:33+02:00 2011-10-25T15:14:33+02:00 /viewtopic.php?t=234&p=2595#p2595 <![CDATA[Re: Quantum Gates]]> Giving them the ability to build all non experimental units with a huge buildpower(nearly instantly) would fix the stupid lategame engineer spam and game slowdown and make them usefull again. I mean its a quantum gateway, it should be able to port units from your other home planets into the warzone.

Statistics: Posted by Bhaal — 25 Oct 2011, 15:14


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2011-10-09T18:20:54+02:00 2011-10-09T18:20:54+02:00 /viewtopic.php?t=234&p=2111#p2111 <![CDATA[Re: Quantum Gates]]>

-Third, the quantum gate beacon is, itself, vulnerable at only 10 hp. If it is destroyed, the sending gate is also destroyed.



That is maybe too much.

I didn't test the mod yet, but I guess that adding a beacon require (a lot of) energy ? The loss of energy at each failed attempt should be enough, no ?

Statistics: Posted by FunkOff — 09 Oct 2011, 18:20


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2011-10-09T17:35:25+02:00 2011-10-09T17:35:25+02:00 /viewtopic.php?t=234&p=2109#p2109 <![CDATA[Re: Quantum Gates]]> Statistics: Posted by Hanuman — 09 Oct 2011, 17:35


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2011-10-09T17:48:19+02:00 2011-10-09T17:30:32+02:00 /viewtopic.php?t=234&p=2108#p2108 <![CDATA[Re: Quantum Gates]]>
1. you shouldnt be able to port anywhere. You should at least have a unit or building at the target location (not LOS due to aeon eye imbaness)

2. the porting to a location without a gate needs to be much more expensive compared to a port to a gate. especially the porting of t1 and t2 engies anywhere of the map in few seconds is too imba

3. i would double the gate cost for beginning. its too cheap now imo.

edit two more points to make it not imba:

4. you shouldnt be able to port near enemy units/buildings

5. the b(e)acon needs to be at least 30 seconds visible before the port happens to make the enemy have a chance to kill it in time.

Statistics: Posted by Zock — 09 Oct 2011, 17:30


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2011-10-09T11:50:55+02:00 2011-10-09T11:50:55+02:00 /viewtopic.php?t=234&p=2084#p2084 <![CDATA[Re: Quantum Gates]]>
Kryo wrote:
If its not possible, at least make somehow selectable in a way or another, which units are teleported. For example my acu build the QG and was standing next to it, and was teleported, but I didnt want that :D


I'll see if I can't re-tool this aspect. But yes, I'm going to make another version to address that and a few other issues. What I will most likely do is make a ferry beacon show up either inside or near the quantum gate.... and only send units that are in the ferry que. But I'm not 100% certain that's possible or where it's handled, so I'm not 100% certain it can be done. But I think that's a more idea solution.

Also, about using gates as tunnels from generals (your "like carriers" example is exactly that), I want to keep gates working as close as possible to how they do in the campaigns.... one unit at a time.

Statistics: Posted by FunkOff — 09 Oct 2011, 11:50


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2011-10-09T11:26:26+02:00 2011-10-09T11:26:26+02:00 /viewtopic.php?t=234&p=2082#p2082 <![CDATA[Re: Quantum Gates]]>
FunkOff wrote:
Here we are:
http://forgedalliance.obliteratingwave. ... /STfaf.zip

Now anybody can test the mod. Be sure to tell me, specifically, what you don't like about it.

Install instructions:
-Unzip to mods folder in My Documents\Gas Powered Games\Forged Alliance directory
-Activate using mod manager in-game



I tested it!

first of all, unzipping is not necessary, FA can read zip files.

regarding the teleport function:

The good thing is, it works :P

First a question: Did you test, if you play vs another opponent, if he builds a QG and gets the text message about setting the rally point, that you dont see it too ? i couldnt test it with another player so far. I remember, when I scripted this text, everybody could see it, not just the player who triggered it.

Then:
I would imagine a better way to do the teleport thing:

1. Make the QG like a carrier being able to take in units (just steal it from Aircraft carriers :p)
2. Make all QGs on the map connected so you load them in in one QG and can unload them from all other QGs on the map.
The Handling of this would be much easier I think, even if I dont know exactly if this is possible right now.

If its not possible, at least make somehow selectable in a way or another, which units are teleported. For example my acu build the QG and was standing next to it, and was teleported, but I didnt want that :D

For now, the effect on the QG is a little too big I think
What I noticed: My QG blew off when the connected QG was shot down. Is this on purpose?

Statistics: Posted by Kryo — 09 Oct 2011, 11:26


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2011-10-09T00:26:08+02:00 2011-10-09T00:26:08+02:00 /viewtopic.php?t=234&p=2075#p2075 <![CDATA[Re: Quantum Gates]]>
I think this is a much better idea than unteathered gating, as it requires teleporting into an empty area, doesnt introduce any entire new game mechanics (Destroyable beacon etc), and gives your oponent adequate time to respond.

It also gives SCUS and the gates a real purpose.

Statistics: Posted by CrazedChariot — 09 Oct 2011, 00:26


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2011-10-09T11:46:37+02:00 2011-10-08T17:22:42+02:00 /viewtopic.php?t=234&p=2061#p2061 <![CDATA[Re: Quantum Gates]]> http://forgedalliance.obliteratingwave. ... /STfaf.zip

Now anybody can test the mod. Be sure to tell me, specifically, what you don't like about it.

Install instructions:
-Place .zip in mods folder in My Documents\Gas Powered Games\Forged Alliance directory
-Activate using mod manager in-game

Statistics: Posted by FunkOff — 08 Oct 2011, 17:22


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2011-10-08T13:07:31+02:00 2011-10-08T13:07:31+02:00 /viewtopic.php?t=234&p=2044#p2044 <![CDATA[Re: Quantum Gates]]> Statistics: Posted by Nesar — 08 Oct 2011, 13:07


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2011-10-07T23:08:09+02:00 2011-10-07T23:08:09+02:00 /viewtopic.php?t=234&p=2023#p2023 <![CDATA[Re: Quantum Gates]]> Even then, the between gate port allows you to bypass any kind of reinforcement blocking attack, which could also be gamebreaking. An interesting idea, but I would like to see it in practice.

Statistics: Posted by Gowerly — 07 Oct 2011, 23:08


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2011-10-07T22:28:28+02:00 2011-10-07T22:28:28+02:00 /viewtopic.php?t=234&p=2018#p2018 <![CDATA[Re: Quantum Gates]]> Statistics: Posted by noobymcnoobcake — 07 Oct 2011, 22:28


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2011-10-07T17:53:17+02:00 2011-10-07T17:53:17+02:00 /viewtopic.php?t=234&p=1993#p1993 <![CDATA[Re: Quantum Gates]]> Statistics: Posted by Legion Darrath — 07 Oct 2011, 17:53


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