Forged Alliance Forever Forged Alliance Forever Forums 2012-10-12T10:22:56+02:00 /feed.php?f=2&t=2031 2012-10-12T10:22:56+02:00 2012-10-12T10:22:56+02:00 /viewtopic.php?t=2031&p=21642#p21642 <![CDATA[Re: Strategic things that need to be in game.]]>
The factory upgrade could also be widely used. Engineers can be killed to reduce factory build power, but if it's all in the HP of the factory it is much safer.

The converse is also true. If you're saying nobody would shell out for the upgrade, then why should it be there?

These are just the questions you would need to ask when thinking of adding more things.

As for the equations? It's more trial and error. You look at the existing matchups and perform as much analysis as you can to balance it out.

Statistics: Posted by Gowerly — 12 Oct 2012, 10:22


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2012-10-12T09:21:20+02:00 2012-10-12T09:21:20+02:00 /viewtopic.php?t=2031&p=21620#p21620 <![CDATA[Re: Strategic things that need to be in game.]]>
I was not asking anyone to do it I was asking for ideas not (It will never work), black-ops does have some balanced and some unbalanced parts and is the best of them.

T3 energy storage is hardly "game breaking", factory enhancement for build power is also hardly "game breaking"
benefits for storage easily balanced by making them very volatile.
In order to abuse factory enhancements you would have to build alot of factories at T1 this is no different, for T2 this is a change from a million engineers to something about the same, for T3 I can't see people spending a lump sum 8k mass to get 4x build power unless its very late game.

Since you have spent so much time balancing by the sound of it perhaps you could give me a idea of how you balance things? Equations would be nice as would strategies.

Statistics: Posted by NotAsian — 12 Oct 2012, 09:21


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2012-10-11T16:48:08+02:00 2012-10-11T16:48:08+02:00 /viewtopic.php?t=2031&p=21583#p21583 <![CDATA[Re: Strategic things that need to be in game.]]> A lot of thought was put into the current mods balancing (unless they're designed not to be), so throwing such comments that they are not is pretty insulting, be careful with those.

As always, if you want to see these kinds of things in use, the system is an open one, feel free to do it yourself. If you're not willing the put the effort in to do it, why should anyone else?

The balance is geared around small(ish) map competitive play. Mainly 1v1, but team games as well. The balance is not around super-late game, as games generally don't get to that stage.

Statistics: Posted by Gowerly — 11 Oct 2012, 16:48


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2012-10-10T20:29:45+02:00 2012-10-10T20:29:45+02:00 /viewtopic.php?t=2031&p=21549#p21549 <![CDATA[Re: Strategic things that need to be in game.]]> Vanilla isn't perfect but its better then the unit mods.

Statistics: Posted by NotAsian — 10 Oct 2012, 20:29


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2012-10-10T03:19:00+02:00 2012-10-10T03:19:00+02:00 /viewtopic.php?t=2031&p=21527#p21527 <![CDATA[Re: Strategic things that need to be in game.]]> Statistics: Posted by Swkoll — 10 Oct 2012, 03:19


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2012-10-10T01:00:00+02:00 2012-10-10T01:00:00+02:00 /viewtopic.php?t=2031&p=21526#p21526 <![CDATA[Strategic things that need to be in game.]]> I really think this community should be able to come together and add some units to the actual game, not black ops or extreme wars both those have just added a bunch of units with not much thought to balance. But actual units that don't break the game or completely negate a current strategy.
Ide really like to hear some of your ideas.

Energy storage to store very large amounts of energy ie 3mins of t3 power in storage.
This would allow for some new units / strats that eat large amounts of energy for a small time.

Large cumbersome mass storage that gives a large adjacency bonus.
Would allow further upgrade of mexes for high price to discourage abuse.
could be used to make mexes nodes to build small resource bases of providing resources for player construcing and fantastic targets for opponents.

Factory enchantments-
Build power enhancements
Obviously would require balancing first ideas I can come up with
same price as current fact teir x4 build speed lost when upgraded. maybe second level of the same thing to make adjacency more appealing.

Multiple unit construction queue?
build 2 units at the same time, achievable through drone buildings spawned through the enhancement auto assisting fact.

Games pretty good the way it is now but there needs to be more options to have fun and maybe win.

Past here is just dumb units that would likely be imba, but trying to keep factional diversity alive.
Silly units like artillery gunship that has to deploy -cybran
fatboy factory (adjacency abuse to make fattys cheaper) -UEF
base shield or t2 bomber -Aeon
T2 flying engineer, seen those things orbiting the factories imagine one of those with higher build power obviously slow movement highish HP built at T2/T3.

Statistics: Posted by NotAsian — 10 Oct 2012, 01:00


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