Forged Alliance Forever Forged Alliance Forever Forums 2013-08-27T09:12:08+02:00 /feed.php?f=50&t=4885 2013-08-27T09:12:08+02:00 2013-08-27T09:12:08+02:00 /viewtopic.php?t=4885&p=51834#p51834 <![CDATA[Re: Reinforcement balancing]]>
Kryo wrote:
what about "tech" level. There should be added a constant for this, like you need for a factory^^ Maybe ...


Yeps. Once every current issues are fixed and the last things implemented, balance will be the main and almost only focus.

Statistics: Posted by Ze_PilOt — 27 Aug 2013, 09:12


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2013-08-27T09:10:38+02:00 2013-08-27T09:10:38+02:00 /viewtopic.php?t=4885&p=51833#p51833 <![CDATA[Re: Reinforcement balancing]]> Statistics: Posted by Kryo — 27 Aug 2013, 09:10


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2013-08-26T16:13:06+02:00 2013-08-26T16:13:06+02:00 /viewtopic.php?t=4885&p=51796#p51796 <![CDATA[Re: Reinforcement balancing]]> the mass cost of land units represents how hard it should be to get them so i only used this.

Statistics: Posted by Golol — 26 Aug 2013, 16:13


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2013-08-25T17:00:16+02:00 2013-08-25T17:00:16+02:00 /viewtopic.php?t=4885&p=51703#p51703 <![CDATA[Re: Reinforcement balancing]]>
Golol wrote:
i think if zep wants to start talking about that hell tell us.
anyways, i proposed this some time ago but there was no reaction.
i think i found a very simple one that has times hat fit in my opinion.
s seconds
m mass cost
t tech lvl
it doesnt include t4!
s = 2/3m/(4-t)
striker around 11 secs
pillar 66 secs
titan 320 secs
rhino around 100 sec
harbinger around 560 secs
percy at 850 secs

1st harb: s = 2/3*840/(4-3) (usal formula for secs)
2nd harb: s = 560 + (560/(2^2)) = 700
3rd harb: s = 700 + (700/(3^2)) = 778
4th harb: s = 778 + (778/(4^2)) = 826
5th harb: s = 826 + (826/(5^2)) = 859
6th harb: s = 859 + (859/(6^2)) = 882



hm that might work, but what about DPS? Imo DPS should count towards that too. And "defensive" units like anti air maybe should get a bonus too.

Statistics: Posted by Kryo — 25 Aug 2013, 17:00


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2013-08-25T12:59:31+02:00 2013-08-25T12:59:31+02:00 /viewtopic.php?t=4885&p=51677#p51677 <![CDATA[Re: Reinforcement balancing]]> anyways, i proposed this some time ago but there was no reaction.

i think i found a very simple one that has times hat fit in my opinion.
s seconds
m mass cost
t tech lvl
it doesnt include t4!
s = 2/3m/(4-t)
striker around 11 secs
pillar 66 secs
titan 320 secs
rhino around 100 sec
harbinger around 560 secs
percy at 850 secs

1st harb: s = 2/3*840/(4-3) (usal formula for secs)
2nd harb: s = 560 + (560/(2^2)) = 700
3rd harb: s = 700 + (700/(3^2)) = 778
4th harb: s = 778 + (778/(4^2)) = 826
5th harb: s = 826 + (826/(5^2)) = 859
6th harb: s = 859 + (859/(6^2)) = 882

Statistics: Posted by Golol — 25 Aug 2013, 12:59


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2013-08-25T12:11:40+02:00 2013-08-25T12:11:40+02:00 /viewtopic.php?t=4885&p=51676#p51676 <![CDATA[Reinforcement balancing]]>
Double the reinforcement time for t2 and multiply with 4 for t3. Its ridiculous, t3 bot in game = 90% free win.

I also would suggest to limit reinforcements on some planets. Id love to have some planets where i can attack and know, noone will have reinforcements.

Another idea: Make an alarm for the players. The reinforcements are coming from the outside of the map, so the players should be warned that reinforcements are inbound. Its something you cannot scout, therefore it should be warned about it.

But right now i feel like playing without a t3 bot is wasted time :(

Statistics: Posted by Kryo — 25 Aug 2013, 12:11


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