Tech restrictions for lower ranks?

Tech restrictions for lower ranks?

Postby FunkOff » 01 Jan 2014, 03:34

This was mentioned awhile ago, but in combat, will lower ranks have less access to tech levels?

eg,
Ranks 1 and 2 --> tech 1 only
Ranks 2 and 3 --> techs 1 and 2
Ranks 4 and 5 --> tech 1, 2 and 3, but no arty/nukes/gates
Rank 6 --> all tech 1, 2 and 3
Rank 7 and 8 --> all tech

I think it'd be pretty cool. Like in the first UEF mission in the supcom campaign, the Colonel says you can't build the tech 2 units, but you get to play with them.
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Re: Tech restrictions for lower ranks?

Postby Gerfand » 01 Jan 2014, 05:32

FunkOff wrote:This was mentioned awhile ago, but in combat, will lower ranks have less access to tech levels?

eg,
Ranks 1 and 2 --> tech 1 only
Ranks 2 and 3 --> techs 1 and 2
Ranks 4 and 5 --> tech 1, 2 and 3, but no arty/nukes/gates
Rank 6 --> all tech 1, 2 and 3
Rank 7 and 8 --> all tech

I think it'd be pretty cool. Like in the first UEF mission in the supcom campaign, the Colonel says you can't build the tech 2 units, but you get to play with them.

I don't like this Idea, is like to play SupCom 2...
and if you go against a Higher Rank(me against you for example)I would not be able to make Tech 2 and you would be spaming Bricks/Percies/Harbies/Othuns... and again I would be throwing only T-1 to the Death...
...
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Re: Tech restrictions for lower ranks?

Postby rkrempel » 01 Jan 2014, 12:28

I agree it'd be pretty cool, but probably way too game-breaking to work as well.

However, maybe it could be possible to configure your commander with a specific set of blueprints? That way, everyone would have access to some, but not all units (causing certain commanders to be more suitable to certain maps, or to specialize in air). Higher ranks would have room for more blueprints, but not exclusive access to them. So they´d be more versatile, rather than more powerful. Maybe it's even possible to add captured tech to your "blueprint collection".
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Re: Tech restrictions for lower ranks?

Postby WinterShade » 01 Jan 2014, 12:42

rkrempel wrote:I agree it'd be pretty cool, but probably way too game-breaking to work as well.

However, maybe it could be possible to configure your commander with a specific set of blueprints? That way, everyone would have access to some, but not all units (causing certain commanders to be more suitable to certain maps, or to specialize in air). Higher ranks would have room for more blueprints, but not exclusive access to them. So they´d be more versatile, rather than more powerful. Maybe it's even possible to add captured tech to your "blueprint collection".


So each commander would have a database of units and structures they could build? I guess new schematics would cost money/credits so it would give people to play more often than not and try harder to win. I also like the idea of being able to build captured units and structures but that would make it hard to build opposing faction PDs and SACUs, unless an engineer would have access to the PD and a T3 engineer that builds a quantum gateway, have that build an SACU? Overall if such a thing were possible I think it would be a great addition, similar to SupCom 2 in the unit/structure unlocks but none of those added surprise bonus' that can be a real pain to deal with.
rkrempel- "Still not over the fact that T2 bombers can TK..."
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Re: Tech restrictions for lower ranks?

Postby Golol » 02 Jan 2014, 15:50

tech restrictions already exist in the form of reinforcements.
that is enough for me. people are already asking others for t3 units etc. and not being able to build t2/t3 is too heavy
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Re: Tech restrictions for lower ranks?

Postby Szakalot » 02 Jan 2014, 16:13

I like the idea, but you'd have to balance the whole game around it, as the present switches to t2/t3 would basically break the match. Transitions would have to be vastly more expensive to offset the tech advantage.
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