Forged Alliance Forever Forged Alliance Forever Forums 2013-09-10T10:24:33+02:00 /feed.php?f=50&t=5121 2013-09-10T10:24:33+02:00 2013-09-10T10:24:33+02:00 /viewtopic.php?t=5121&p=53577#p53577 <![CDATA[Re: Upcoming reinforcements mechanism.]]>
Personally, I would ditch the beacon as timing anything. It should only be for WHERE your reinforcements come, and ACU fast recall. Then there is no point to building it early in the game, and it would make sense to have a beacon in places other than the center of your base. Maybe you could even have some aggressive beacon strategies.

Edit:

Also, I just wanted to say that requiring the beacon to upgrade before sending that tier of reinforcements is a sweet idea, but I'd adjust that slightly- the player should have the capability to construct a reinforcement unit before it will be sent- i.e., a t1 land factory for t1 reinforcements, a t2 land factory for t2 reinforcements, etc. This will ensure that the reinforcements are better suited for the pace of the game, and also makes t1 and t2 reinforcements considerably more viable and interesting when you can have t3 reinforcements, since most games do not go to t3. It also nerfs air-first strategies in a good way, since going air-first means you can't spawn t1 reinforcements until you have finished your land factory.

Statistics: Posted by DeadMG — 10 Sep 2013, 10:24


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2013-09-10T08:11:15+02:00 2013-09-10T08:11:15+02:00 /viewtopic.php?t=5121&p=53571#p53571 <![CDATA[Re: Upcoming reinforcements mechanism.]]>
ZLO_RD wrote:
Does beakon even affect recall? never knew that.


Not currently.

Statistics: Posted by Ze_PilOt — 10 Sep 2013, 08:11


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2013-09-10T06:42:18+02:00 2013-09-10T06:42:18+02:00 /viewtopic.php?t=5121&p=53569#p53569 <![CDATA[Re: Upcoming reinforcements mechanism.]]> Will beacon affect recall? (that is sound not very good for me, but can be good buff to agressive ACU's, wich i do not really like)

Statistics: Posted by ZLO_RD — 10 Sep 2013, 06:42


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2013-09-10T04:41:16+02:00 2013-09-10T04:41:16+02:00 /viewtopic.php?t=5121&p=53565#p53565 <![CDATA[Re: Upcoming reinforcements mechanism.]]> Statistics: Posted by FunkOff — 10 Sep 2013, 04:41


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2013-09-10T02:07:55+02:00 2013-09-10T02:07:55+02:00 /viewtopic.php?t=5121&p=53561#p53561 <![CDATA[Re: Upcoming reinforcements mechanism.]]> Statistics: Posted by RoundTabler — 10 Sep 2013, 02:07


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2013-09-09T23:35:30+02:00 2013-09-09T23:35:30+02:00 /viewtopic.php?t=5121&p=53555#p53555 <![CDATA[Re: Upcoming reinforcements mechanism.]]> 2) also beacon HP should survive at least double bomb drop, agree? (problem that uef double drop is about 600 damage)

i really like idea of upgraiding beacon

also i wish to see some possibilities to move beacon...
Since you increase it cost you can allow engies build it, but maybe increase buildtime so that will not be easy

Statistics: Posted by ZLO_RD — 09 Sep 2013, 23:35


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2013-09-09T22:49:23+02:00 2013-09-09T22:49:23+02:00 /viewtopic.php?t=5121&p=53550#p53550 <![CDATA[Re: Upcoming reinforcements mechanism.]]>
They are right, there is downside to it.

But it's dull. It has no tactic or strategic decision in making the beacon first or not.

So if nothing else change, charging immediately or when the beacon is build is only a few seconds difference.

Statistics: Posted by Ze_PilOt — 09 Sep 2013, 22:49


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2013-09-09T22:44:32+02:00 2013-09-09T22:44:32+02:00 /viewtopic.php?t=5121&p=53549#p53549 <![CDATA[Re: Upcoming reinforcements mechanism.]]> Statistics: Posted by Wroniec — 09 Sep 2013, 22:44


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2013-09-09T22:25:13+02:00 2013-09-09T22:25:13+02:00 /viewtopic.php?t=5121&p=53546#p53546 <![CDATA[Re: Upcoming reinforcements mechanism.]]>
SAKO_X wrote:
as far as i know the beacon is almost free atm so unless youre going to make it cost something i dont see a point in making reinforcements not charge from the start


Eventually, the beacon could cost something, or could be upgraded (to call T2 units, you have to upgrade it to T2).

Also, while beacon is currently the first thing you do, but I like the idea that you can destroy your enemy beacon to delay the reinforcements.

I know it's not something that is done in game, and it's pretty dull right now. That's why I want to change it.
The most sensible thing to do is to make it cost something. Or build slower?
But how much?


SAKO_X wrote:
also how is the acu thing gonna work, the player joins then waits until he is called?


If it's done, yes.

Statistics: Posted by Ze_PilOt — 09 Sep 2013, 22:25


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2013-09-09T22:21:01+02:00 2013-09-09T22:21:01+02:00 /viewtopic.php?t=5121&p=53543#p53543 <![CDATA[Re: Upcoming reinforcements mechanism.]]> as far as i know the beacon is almost free atm so unless youre going to make it cost something i dont see a point in making reinforcements not charge from the start
in any case im gonna be happy with anything

also how is the acu thing gonna work, the player joins then waits until he is called?

Statistics: Posted by Exotic_Retard — 09 Sep 2013, 22:21


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2013-09-09T22:15:32+02:00 2013-09-09T22:15:32+02:00 /viewtopic.php?t=5121&p=53542#p53542 <![CDATA[Upcoming reinforcements mechanism.]]>
There will be a toolbar specific for GW, with, by default, the recall button.

Once you've built the beacon, a button to call reinforcement will be added.

Capture.JPG

It will charge until reinforcements are ready to come (visual indicator). Once they are, you will have to click it to call them.

What is changing/can be changed?
- Charging can start immediately (not only when the beacon is built). Or not, like now. Discuss!
- Pressing the button will call the reinforcements. They won't be removed from your reinforcement list until you pressed it.
- There will be a second button, for Building reinforcements (an engy come to build stuff for you). Same behavior (charging, ...)
- Eventually, a third button will be added for ACUs (multiple ACUs on a 1v1 map idea).

Also, the beacon will act as a gating out position for recalling. Until now, it was your spawn location. Now it will be your beacon if built. (The closer to the beacon, the faster your recall).

Statistics: Posted by Ze_PilOt — 09 Sep 2013, 22:15


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