Reinforcements balance

Reinforcements balance

Postby FunkOff » 12 Jan 2014, 01:42

In addition to adjusting costs, I'd like to see two changes to how reinforcements work, to help balance them in the global sense:
1) I'd like to see reinforcements be gated in, like the ACU.
2) I'd like to see a warning issued to all players when reinforcements are gated in, similar to when nuke launches occur.


Reinforcements are clearly a strategy weapon and deserve the special strategic indications. (regarding number 2) Furthermore, the cannon clearly indicates that the factions can detect quantum gate activity from far away (regarding number 1).

It also makes sense that you are buying the quantum gate teleportation ability, rather than the unit. In normal gameplay, building units doesn't cost regular credits. It makes sense that teleporting an ally ACU off-map to build stuff for you costs credits, but why does it cost more to build 2 scouts versus 1 scout? Once you're already on-planet, building stuff doesn't cost credits. (And if I'm using an ally ACU, why can't I just tell that ACU to engage the enemy's ally ACU and cut-off HIS reinforcements?)
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Re: Reinforcements balance

Postby WinterShade » 12 Jan 2014, 03:19

Well regarding 1) it has already been suggested before and was rejected, your idea may go a bit farther but alot of people do enjoy the trasport and regarding 2) It's my persoanl opinion that it would be a great addition to GW as it would be a warning to your opponet, and in other cases to yourself, the notification could possibly be used as a mental tool, they hear the notification so mnay times they start to freak out and recall.
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Re: Reinforcements balance

Postby Alex » 12 Jan 2014, 11:13

regarding 1 i like the idea of transport more then what u sugested other ppl sugested that as well and it got rejected 2 if they hear that reinforcements are comeing they wont know what tech ? and they would still freak out so i think the reinforcements are okay as they are
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Re: Reinforcements balance

Postby KNOWFEAR1337 » 12 Jan 2014, 15:24

i think that both of these ideas are great,
as you said in regards to 2) it matches the cannon of the game.
and with 1) i like this idea much more than the transport, i mean it makes more sense, like where the f*** did the transport come from and if it is friendly's on the planet then they would be helping more, the units gating in sounds like it would be an awesome idea, but on the other hand i'm not sure how it would fit the cannon , unless you had to build a quantum gate first :|
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Re: Reinforcements balance

Postby D4E_Omit » 12 Jan 2014, 15:33

If #2 would ever be implemented it should only give a marker when first scouted, giving a ping when enemy calls in reinforcements is total, utter bullshit IMO, It'd be better to just scout, #1 was already rejected.
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Re: Reinforcements balance

Postby Hawkei » 12 Jan 2014, 18:31

Before discussing balance of reinforcements. We must first establish their significance and impact on the game. How they were intended to function and how they are actually used. You must define what needs fixing before you can start to think about what needs to be changed.

The first negative issue is the lack of involvement of high ranking Avatars. Because of the risks involved in loosing them. Also, because their unique ability to call high tech reinforcements is not actually unique. Any rank above level 2 is able to call reinforcements. So it is safer for them to "retire" from combat and use their abilities to provide their lower levels with higher tech reinforcements. Who are then equipped to assassinate any high level opponents they encounter.

If high level commanders have no unique ability on the battlefield, then having one in your squad serves no purpose.

Another issue with the reinforcements is combat zone drops or enemy base drops. This can catch commanders off guard, and require immediate recall. It can also lead to assassinations in otherwise tactically sound situations. This level of risk and uncertainty is what forces most high ranking ACU's to remain in base.

Added to this issue. The behaviour of some transports means that instead of actually dropping their cargo, the transports will simply hover overhead. Either preventing the reinforcements from making landfall, or turning LAB drops into really fast GG's.

Another issue, related to reinforcements is that of attacking costs. The higher ranked a player is, the more it costs for them to attack. Players have the option of when they choose to rank up - for some they deliberately choose not to rank up so that they can attack/defend more. Which leads to low ranking assassins. Essentially, high skilled players engaging as level 1 avatars.

When engaging as a squad. It is only the squad leader who is required to pay for the attack. Which leads to a level 1 Squad leader enlisting higher level squad members. IMO the squad leader should always be the highest ranked avatar, and the cost should be set.

In summary, I would like to see:

1. Avatars automatically promoted (without cost) based on their number of victories;
2. The Highest ranking avatar identified as the squad leader;
3. A reduction of the costs for attacks by high ranking avatars;
4. The non-drop / Aerial attack by reinforcement transports fixed;
5. Increased build time for the reinforcement beacon;
6. Increased delay before arrival of reinforcements
(i.e. the beacon needs to be alive for so many seconds before reinforcements can be called)
7. Increased recall rate when in proximity to a reinforcement beacon;
8. Restriction placed on what reinforcements can be given to certain players.
(i.e. Players can only be given reinforcements available to the next level up - Level 2 cannot receive T3 reinforcements)
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Re: Reinforcements balance

Postby Ze_PilOt » 12 Jan 2014, 18:33

For the last time, no balance discussion before all features are in please.
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