by ColonelSheppard » 02 Sep 2013, 13:31
Timedelay:
Introduction:
The current times but also the times you suggest really kill the lower tech a bit.
So let's say in an average game T2 is built at minute 10, and T3 maybe around minute 25. So if you spawn the first T3 Unit at min 6, one side is (nearly) completely pointless to atack with T1. Same thing for a rangebot at minute 1:40.
I think reinforcements should be ahead of the techlevels but no instant autowin with just one titan. Also early higher tech reinforcements favor air much.
Massfactor
Also i dont think that masscosts aren't always a very good indicator, seriously, a shield, a pillar and a mongoose might be close in masscosts but not at all in effectiveness. Mass costs sould only be used between compareable units, sucha as: Medusa/Lobo/Fobo/Favor or Titan/loyalist/chickenbot or Mongoose/Hoplite.
New Massfactor
massfactor = (mass cost of the unit) / ((mass cost of all units on that tech of that kind together) / (amount of units))
so for T1 arties mdedusa has for example 0.8 and fobo 1.15 (i didnt calculate that now just as example)
Tech factor:
As for the tech levels i suggest to actually ad only a time penalty for the FIRST higher tech unit. So for example the first T2 unit delays the whole stuff by 2-3min). Futhermore i suggest that getting the delay penalty for an higher tech grants a bonus on the spantimes of lower tech.
For low T1: - Tech delay = 0
all values * massfactor
SCOUT: 3s (extra vison, easy addition to all futher reinforcements)
Seleen: 5s (easy placement all over the map before labs get delivered)
LAB: 13s (extra raiding group after factory is finished, 2 labs can take out a tank so it's viable compare to two tanks at 40s)
For high T1 - Tech delay = 60s - reduces low t1 times by 30%
all values * massfactor
Tank: 21s (makes up for 3 tanks per minute)
Arty: 24s (similar to tank, but with the idea that an early arty can be devestating on a lot of the cliff based maps in GW)
For T2 - tech delay 3min - reduces high t1 times by 40%
all values * massfactor
T2 tank(obsidian/pillar/rhino/chicken): 30s (if someone leaves out t1 stage tanks and for example only went for labs, he could have gone for 6 labs and air first ultra fast gettho and "rush T2" how it's often done in normal games too, then he gets his first T2 tank around min 4, which is pretty nice
T2 rangbot: 40s (it needs to be more than a t2 tank, if it should be 40 45 now simply has to be tested)
T2 shield: ehee thats tricky since it consumes energy and the aeon shield is quite nice through that and the UEF shield needs often too much energy for that time, i dont know somebody else has to think abou that, maybe similar to a tank since you ahve to pay for the energy)
T2 MML: 25s (you cant really kite with that and the range normally isnt really an instant pwnage for bases, also it can be sniped by air, i think it should be less than a tank)
Field Engy: 40s (it gives acces to T2 PD and TML which is awesome, but with fast spawning MML it shouldnt be so overpowered, i mean you could get nearly 2 MMLs in the same time)
For T3: - Time penalty 6min - reduces T2 times by 40%
all values * massfactor
Titan/loyalist: 35s (you waited 6 min, you have 15s spawning T2 Tank)
Harbinger/Brick/Othoum/Perciaval: 2:00 (with the massfactor that would be around 40% earlier for hrb)
Sniper: 2:30 (they counter T3 bots so yes defenitly more)
Arty/Spearhead: 2:00 (killable with air, countered by snipers)
T3 shield: (1:30 an addition to T3 armies so no high spawntime)
T3 Shield disruptor: dunno how and when to use that
T3 timereduce - time penalty 5 minuest
reduces all times by 40%
For the cost i suggest a smiliar system with the tech levels.
If your argument is that this takes too much time in terms of mathematics. I can do the mathematical concept, so you just have to copy and paste.
hf destroying my argumentation and so on^^