Forged Alliance Forever Forged Alliance Forever Forums 2013-09-06T11:05:29+02:00 /feed.php?f=50&t=5020 2013-09-06T11:05:29+02:00 2013-09-06T11:05:29+02:00 /viewtopic.php?t=5020&p=53229#p53229 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by Ze_PilOt — 06 Sep 2013, 11:05


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2013-09-06T10:58:38+02:00 2013-09-06T10:58:38+02:00 /viewtopic.php?t=5020&p=53228#p53228 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by Ze_PilOt — 06 Sep 2013, 10:58


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2013-09-06T08:10:49+02:00 2013-09-06T08:10:49+02:00 /viewtopic.php?t=5020&p=53224#p53224 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by Iszh — 06 Sep 2013, 08:10


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2013-09-05T23:32:57+02:00 2013-09-05T23:32:57+02:00 /viewtopic.php?t=5020&p=53212#p53212 <![CDATA[Re: Reinforcement balance.]]> (to buy for youeself new cost, to buy for some one else old cost (loyal = 160))

Statistics: Posted by ZLO_RD — 05 Sep 2013, 23:32


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2013-09-05T19:42:22+02:00 2013-09-05T19:42:22+02:00 /viewtopic.php?t=5020&p=53195#p53195 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by Ze_PilOt — 05 Sep 2013, 19:42


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2013-09-05T19:37:11+02:00 2013-09-05T19:37:11+02:00 /viewtopic.php?t=5020&p=53191#p53191 <![CDATA[Re: Reinforcement balance.]]> i did my input so im done with this topic for now ^^

Statistics: Posted by Golol — 05 Sep 2013, 19:37


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2013-09-05T18:48:56+02:00 2013-09-05T18:48:56+02:00 /viewtopic.php?t=5020&p=53189#p53189 <![CDATA[Re: Reinforcement balance.]]>
Golol wrote:
maybe i didnt understand it.
if the upgrade to t2 takes 2 minutes
and then it takes 2 minutes until the units arrive
isnt that the same as if it would just take 4 minutes for the units to spawn?


If you have a single unit, yes. If you have 6 of them, not at all.

Statistics: Posted by Ze_PilOt — 05 Sep 2013, 18:48


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2013-09-05T18:47:58+02:00 2013-09-05T18:47:58+02:00 /viewtopic.php?t=5020&p=53188#p53188 <![CDATA[Re: Reinforcement balance.]]> if the upgrade to t2 takes 2 minutes
and then it takes 2 minutes until the units arrive
isnt that the same as if it would just take 4 minutes for the units to spawn?
i mean, there isnt any reason not to do the upgrade instantly after the last one has finished/the gate is built if its just about time.
maybe assisting could be a factor but then i might fear its just engispam until you get early harb.

Statistics: Posted by Golol — 05 Sep 2013, 18:47


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2013-09-05T18:34:32+02:00 2013-09-05T18:34:32+02:00 /viewtopic.php?t=5020&p=53187#p53187 <![CDATA[Re: Reinforcement balance.]]>
Golol wrote:
only time?
then you can just leave it as normal :/


!?

No. It naturally delay the tech without delaying the units.

You can even spot the upgrade and kill the beacon, your opponent will lose time.

Statistics: Posted by Ze_PilOt — 05 Sep 2013, 18:34


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2013-09-05T18:25:51+02:00 2013-09-05T18:25:51+02:00 /viewtopic.php?t=5020&p=53186#p53186 <![CDATA[Re: Reinforcement balance.]]> then you can just leave it as normal :/
how about your beacon upgrades by commander kills :D
that would be soo mean because you have to get out there and kill some t1 units but you dont want your precious character to perma die.
seriously is this a considerable option?

Statistics: Posted by Golol — 05 Sep 2013, 18:25


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2013-09-05T18:18:25+02:00 2013-09-05T18:18:25+02:00 /viewtopic.php?t=5020&p=53184#p53184 <![CDATA[Re: Reinforcement balance.]]>
Not costing anything, only time...
Destroying could also be a viable strategic decision...

Statistics: Posted by Ze_PilOt — 05 Sep 2013, 18:18


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2013-09-05T18:09:22+02:00 2013-09-05T18:09:22+02:00 /viewtopic.php?t=5020&p=53183#p53183 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by betelgeuze — 05 Sep 2013, 18:09


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2013-09-05T17:11:41+02:00 2013-09-05T17:11:41+02:00 /viewtopic.php?t=5020&p=53182#p53182 <![CDATA[Re: Reinforcement balance.]]> with this system you could actually still do something with it (rush t2 tech get t2 early).
bte overall reinforcements should be MUCH cheaper woth this system. and their time should be decreased too.
if you get t2 suit 2min you should be able to get 6-7 t2 tanks after 2-3 min of finishing building it.
also you should be able to do atleast 4-5 attacks a day with atleast 1 tech stage having a big wave.

Statistics: Posted by Golol — 05 Sep 2013, 17:11


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2013-09-05T16:42:55+02:00 2013-09-05T16:42:55+02:00 /viewtopic.php?t=5020&p=53181#p53181 <![CDATA[Re: Reinforcement balance.]]> Statistics: Posted by Ze_PilOt — 05 Sep 2013, 16:42


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2013-09-05T16:40:17+02:00 2013-09-05T16:40:17+02:00 /viewtopic.php?t=5020&p=53180#p53180 <![CDATA[Re: Reinforcement balance.]]> Then there are 3 main reinforcement waves (T1, T2, T3)
The timer for a t3 reinforcement is triggered as soon as a t3 beacon is built.
as a result a harbinger does not necessarily have to add more seconds to a group than a aurora.
example:
there are 3 groups owned.
(random numbers)
3 auroras (30 sec after t1 beacon)
2 obsidians (20 sec after t2 beacon)
5 harbs (120 sec after t3 beacon)
the game would (maybe) go like this
00:16
T1 beacon built
00:46
arrival of auroras
5:34
t2 beacon built
5:54
arrival of obsidians
14:45
t3 beacon built
16:45
arrival of harbingers.

In a group all units will appear at the same time.
and this leads to how credits are implemented in this system.
each unit that you add to your t2/t1/t3 group costs more credits than the one before.
maybe the 2nd aurora costs 15 credits but the 3rd will cost 17!
what does that lead to?
you split your reinforcements on all 3 tech stages what i see as a good thing because it keeps the "galactic war influence" over the whole game.
what do you think?

Statistics: Posted by Golol — 05 Sep 2013, 16:40


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