Forged Alliance Forever Forged Alliance Forever Forums 2020-06-30T15:19:14+02:00 /feed.php?f=2&t=19466 2020-06-30T15:19:14+02:00 2020-06-30T15:19:14+02:00 /viewtopic.php?t=19466&p=185204#p185204 <![CDATA[Re: [idea] Defend against T3 Air Sup via unit upgrades]]> Statistics: Posted by CPTANT — 30 Jun 2020, 15:19


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2020-06-29T02:54:01+02:00 2020-06-29T02:54:01+02:00 /viewtopic.php?t=19466&p=185162#p185162 <![CDATA[Re: [idea] Defend against T3 Air Sup via unit upgrades]]>
"The Loyalist gains damage and range at the expense of health. It also gains a new ability called "Charge." When activated, a ten second countdown begins and the Loyalist will self-destruct at the end of that countdown. After four seconds the Loyalist gains a x1.75 speed boost and its stun duration is doubled. The delay between pressing the charge button and gaining these advantages is to stop players from simply enabling the ability as any Loyalist is about to die. Once the charge starts after 4 seconds a timer appears over the head of the Loyalist. At the end of the countdown the loyalist will explode. The aim of the new ability is to accentuate the death weapon of the Loyalist and allow for new gameplay opportunities.

Statistics: Posted by OmegaMan — 29 Jun 2020, 02:54


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2020-06-29T02:24:38+02:00 2020-06-29T02:24:38+02:00 /viewtopic.php?t=19466&p=185161#p185161 <![CDATA[[idea] Defend against T3 Air Sup via unit upgrades]]>
Why not add a function to upgrade t1 intys into a short range defensive mobile air unit? Add to air staging facilities a build button which upgrades resting T1 interceptors with a short duration speed and firepower boost via rocket boosters. When upgraded and on pad that is not set to hold fire (default to not) These upgraded interceptors will launch themselves rocketing up [~~~~ with cool smoke trails like the ones on Cybran t2 MML WHOOOSHHH ~~~~~~~=> (see note*) ] to defend against enemy air raids over friendly territory but the speed and firepower boost has a short range and duration, maybe 150% of T3 sam site range, then they revert to just regular shitty interceptors. These air defense sites could be countered by baited out them out a u-turning and doing so would actually be fun and risky gameplay. Likely It would need to be a very energy intensive upgrade to prevent it from being overpowered early in T1, T2 gameplay.

*note: { smoke trail and interceptor is for illustration purposes only and not indicative of actual game play. }

One other option I thought of to have alternate counters to Air Sup spam:::
--Add a button to change modes on MML to fire different rockets, shooting an even longer range AIR ONLY missiles with a much slower fire rate. This could allow a besieging land force to whittle down patrolling defending air units slowly. Its over time ground to air DPS would have be set pretty low but be front loaded so a salvo of 10 might get 3 kills on average. Enough to

Statistics: Posted by OmegaMan — 29 Jun 2020, 02:24


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