Commander upgrade mod V3.1

Talk about general things concerning Forged Alliance Forever.

Moderators: FtXCommando, Ze Dogfather

Commander upgrade mod V3.1

Postby noobymcnoobcake » 28 May 2012, 00:57

This mod changes the position and cost of some commander upgrades. These changes give two choices. An economic upgrade or and offensive upgrade. Influence for this mod comes from treble who sugested these upgrade paths. I liked them so much I put them into a mod. I also wanted to make sure every upgrade was used occasional instead of never so in some cases a rebalance was required.

Here is the icon
Image

UEF

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nano-Repair System

Right Arm:Zephyr Amplifier; Resource Allocation System

Back: Personal Teleporter; Personal Shield Generator >> Shield Generator Field; C-D1 Shoulder Drone >> C-D2 Shoulder Drone; Tactical Missile Launcher >> The Billy: Advanced Tactical Missile Launcher

Nano repair system
Energy 50000 from 225000
Mass 1500 from 3000
Time 1500 from 2000
Hp +6000 from +0

Billy - Tactical nuke

upgrade
Mass 8000 from 10800
Time 7200 from 3600

missile
Time 3600 from 1800
Energy 250000 from 451800

These changes mean the billy will not instastall your economy. At the moment with T3 suite it uses 22590 E/s for each missile. A completely stupid amount. 451800 E is needed for each missile overall. I reduced this to 250000 E and doubled its buildtime so it uses 6250 E/s. Much better but It should still need a T3 infrastructure to support it.

Aeon

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Quantum Accelerator >> Enhanced Quantum Disruptor

Right Arm: Resource Allocation System >> Advanced Resource Allocation System; Enhanced Sensor System >> Chrono Dampener

Back: Personal Teleporter; Personal Shield Generator >> Heavy Personal Shield Generator

ChronoDampener
Mass 2000 from 2500
Energy 100000 from 125000
Time 2000 from 1250

Cybran

Left Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Nanite Torpedo Launcher

Right Arm: Microwave Accelerator >> Microwave Laser Generator; Resource Allocation System

Back: Personal Teleporter; Personal Stealth Generator >> Personal Cloaking Generator

Mazer
Time 4000 from 2000

Stealth
Mass 700 from 350
Energy 10500 from 5250
Time 500 from 350

Cloak
Time 6000 from 3000

Seraphim

Left Arm: Chronotron Accelerator >> Refracting Chronotron Amplifier; Resource Allocation System >> Advanced Resource Allocation System

Right Arm: Tech 2 Engineering Suite >> Tech 3 Engineering Suite; Restoration Field >> Advanced Restoration Field

Back: Personal Teleporter; Tactical Missile Launcher; Nano-Repair System >> Enhanced Nano-Repair System

Refracting Chronotron Amplifier

Energy 200000 from 300000
Mass 3500 from 4500

Serpahim acu regen
RegenAura now has radius 22 from 15 (now same as ACU gun range)
Advancedregenaoura 35 from 25

Changes applicable to all ACUS

Teleporter
Mass 10000 from 15000
Energy 1000000 from 1500000
Time 10000 from 3000 - Now it don't use up 45000E/s when upgrading with T3 suite.
Energy/s 5000 from 10000

Teleporter still needs a T3 infrastructure but now we might see it used to make small bases on the larger maps instead of used never.

RAS
Time 2000 from 1000 - Now you can actually upgrade it with T2 suite without crashing eco instantly.

If you like this mod or have some sugestions for changes of any kind please do comment.

DOWNLOAD V3.1
Attachments
commanderupgradesmodV3.zip
3.1
(61.34 KiB) Downloaded 215 times
Last edited by noobymcnoobcake on 10 Jun 2012, 12:19, edited 6 times in total.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Commander upgrade mod V3

Postby pip » 28 May 2012, 08:28

These changes look reasonable and the repositioning makes sense in all cases. I think it's a good tool for the balance team to test this kind of improvements for the game. I hope they'll test it.

There is another idea we talked about in the lobby with Raging Squirrel and some others. It's about the Cybran ACU. It's the only ACU that doesn't have some kind of affordable HP boost upgrade. For him, it's all (cloak = + 15000 HP) or nothing (only tech suits give a little HP).
It would be great, and it would also help to solve the 'paper ACU' issue, to have a a 3rd level of Stealth upgrade, i.e. a 2nd level between the cheap stealth and cloak. This second level would give the Cybran ACU a stealth radius around him similar to a Deciever radius, but it would also add something like 5000 HP. It would cost around 1500 mass / 50000 energy / 1500 buildtime (or other appropriate values, I'm just describing the concept here).

I'd love something like that, and I'm sure other players would too.
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: Commander upgrade mod V3

Postby Gowerly » 28 May 2012, 10:15

I don't enjoy the cybran ones. On naval heavy maps, having your ACU with T3 and torps in the water with your navy really enhances your naval ability. Removing that would, I believe, hurt Cybran a lot.
Gowerly
Evaluator
 
Posts: 507
Joined: 30 Aug 2011, 10:52
Has liked: 0 time
Been liked: 0 time
FAF User Name: Gowerly

Re: Commander upgrade mod V3

Postby noobymcnoobcake » 28 May 2012, 11:34

pip wrote:These changes look reasonable and the repositioning makes sense in all cases. I think it's a good tool for the balance team to test this kind of improvements for the game. I hope they'll test it.

There is another idea we talked about in the lobby with Raging Squirrel and some others. It's about the Cybran ACU. It's the only ACU that doesn't have some kind of affordable HP boost upgrade. For him, it's all (cloak = + 15000 HP) or nothing (only tech suits give a little HP).
It would be great, and it would also help to solve the 'paper ACU' issue, to have a a 3rd level of Stealth upgrade, i.e. a 2nd level between the cheap stealth and cloak. This second level would give the Cybran ACU a stealth radius around him similar to a Deciever radius, but it would also add something like 5000 HP. It would cost around 1500 mass / 50000 energy / 1500 buildtime (or other appropriate values, I'm just describing the concept here).

I'd love something like that, and I'm sure other players would too.


I am going to have a go at this

EDIT - This is above my coding ability. However should not be too hard for somebody who know what they are doing.

I don't enjoy the cybran ones. On naval heavy maps, having your ACU with T3 and torps in the water with your navy really enhances your naval ability. Removing that would, I believe, hurt Cybran a lot.


This is true. With the new naval wrecks having an ACU in the water has been something that gives them massive advantage in naval battles(too big?). This is also why I chose cybran for navy. However I cannot see where else to put it. Switch it with RAS and then you cant have T3 and RAS so that kills the economic path idea. Cant switch it with teleporter as that would make cybran ACU unbelievably OP lategame, being able to teleport anywhere with stealth, cloak and lazer. Cybran could always go back to having gun and engineering on the same arm. But then it is not up to scratch with the other acus in this mod. If I put in pips idea then this might make the ACU slightly more useful underwater, but not quite as good as before.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Commander upgrade mod V3

Postby Napalm175 » 28 May 2012, 16:07

I like the idea of allowing Cybran to have both gun and engineering, would put them on even terms with UEF and Sera.

I do not agree with the billy changes. You reduced the energy consumption too much. I agree that 22k is too much, but I think 6k isn't enough. 10k would be a reasonable amount for me.

One change I would like to propose is that Cybran Stealh Upgrade costs a little more. It is so powerful, for such a small price. It costs 5250 energy and 350 mass. This is literally nothing compared to the amount of damage you will wreak. Maybe 10k energy and 700 mass would be better. This is just my opinion.

Lastly, I like what you've done with the Aeon ACU. Now it can have both guns and t2 engineering, and doesn't have to choose.
User avatar
Napalm175
Contributor
 
Posts: 288
Joined: 26 Jan 2012, 23:27
Has liked: 45 times
Been liked: 58 times
FAF User Name: undefined

Re: Commander upgrade mod V3.1

Postby noobymcnoobcake » 28 May 2012, 16:16

One change I would like to propose is that Cybran Stealh Upgrade costs a little more. It is so powerful, for such a small price. It costs 5250 energy and 350 mass. This is literally nothing compared to the amount of damage you will wreak. Maybe 10k energy and 700 mass would be better. This is just my opinion.


Stealth, gun and engineering will be very common for Cybran ACU. And I think a little OP. Increasing stealth costs might not be bad idea. Around those values should be good. Will implement it now.

Billy is not OP
"billy is fine". You never even get to USE it because it is so expensive, then when you do you have an instant E crash (-22500) and you know what? that 20k mass you invested into it (including T3 pgens) is useless. Shot out of the sky by a single 280 mass TMD. You could create 75 TMDs for the same cost across your whole base, and even if you did not know it was coming YOU STILL GET TMD IN YOUR BASE or you know what? a SINGLE SHIELD. If your base is not shielded or got TMD 30 mins + into the game and you let your opponent get a 20k mass advantage (a monkeylords worth guys) with their ACU in 10k range of your base then you deserve to lose. I have zero sympathy if you lose because of a billy in any situation.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times


Return to General Discussions

Who is online

Users browsing this forum: No registered users and 1 guest