|
 |
| Author |
Message |
|
FunkOff
|
Posted: 23 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
KrimsonStorm wrote: He doesnt like sitting in your base and having the GE winning the game for you.
Exactly. Mavors and Scathis are so boring. The nuke is a pretty flash, only the Paragon is a fitting game ender.... allowing you to overwhelm your enemies... but it's extremely imbalanced in team games so I decided it had to go.
As far as air XPs being game enders.... there's nothing quite like having a slow, near invincible fortress hover over your base and annihilate everything with an incredible cannon.
Trust me, though, these T4 Air units are defeatable. It takes roughly 100 mobile flak to kill a CZAR, 150 to kill a Soul Ripper... the Novax and be killed by destroying the ground station... and the Ahwassa can be killed by about 450 interceptors.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
Manimal
|
Posted: 23 Jan, 2009
|
|
Joined: 11 Apr, 2007 Posts: 1915
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 23 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
Where's LD when you need him.... but yeah, that's secondary. You can still download it from the vault. Just search "faction" under mods. (I'll still find another direct download host, though...)
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
AgentSmith16
|
Posted: 23 Jan, 2009
|
|
Joined: 19 Feb, 2007 Posts: 2219 Location: Toronto, Canada
|
FunkOff wrote: The trick to this is that scouts do a lot more damage than they used to. Scouts still die to tanks, but they can easily kill unguarded engineers.
Not Aeon ones.
_________________ - Christ alone.
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 23 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
AgentSmith16 wrote: FunkOff wrote: The trick to this is that scouts do a lot more damage than they used to. Scouts still die to tanks, but they can easily kill unguarded engineers.
Not Aeon ones.
Yes they do.... Aeon scouts do 12 damage per shot, 1 shot every 2 seconds.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
Manimal
|
Posted: 23 Jan, 2009
|
|
Joined: 11 Apr, 2007 Posts: 1915
|
FunkOff wrote: Where's LD when you need him.... but yeah, that's secondary. You can still download it from the vault. Just search "faction" under mods. (I'll still find another direct download host, though...)
Yeah you said that on your 1st post but I wanted to avoid launching GPGnet..
_________________ Console Plus - Solo A.C.U. - Experimental Wars
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 23 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
| Top |
|
 |
|
Bobucles
|
Posted: 23 Jan, 2009
|
|
Joined: 17 Mar, 2007 Posts: 1598
|
Quote: and the Ahwassa can be killed by about 450 interceptors. The baseline unit cap is 500 units. Uhm... ouch.
Have you thought about changing unit cap costs between various units (such as making exps take up tons while small units take less)?
|
|
| Top |
|
 |
|
mocafrost
|
Posted: 23 Jan, 2009
|
|
Joined: 16 Feb, 2007 Posts: 1392 Location: on the move
|
Bobucles wrote: Quote: and the Ahwassa can be killed by about 450 interceptors. The baseline unit cap is 500 units. Uhm... ouch. Have you thought about changing unit cap costs between various units (such as making exps take up tons while small units take less)?
Restrictions like that were what I didn't like about the last Star Wars RTS. Freedom is a strength of Supcom that I believe should be preserved. Unit caps are for performance vice game play in this game. A player still has a economic/strategic choice to make between having a large army or a few experimentals to accomplish the tasks at hand.
_________________
|
|
| Top |
|
 |
|
meredith
|
Posted: 23 Jan, 2009
|
|
Joined: 04 Feb, 2008 Posts: 583
|
FunkOff wrote: Where's LD when you need him.... but yeah, that's secondary. You can still download it from the vault. Just search "faction" under mods. (I'll still find another direct download host, though...)
you can upload it to supcom files just use the link in my sig
Edit: http://supremecommander.filefront.com/f ... d_v1;97345
your link sir :p
_________________
|
|
| Top |
|
 |
|
Lifekatana
|
Posted: 24 Jan, 2009
|
|
Joined: 24 Jun, 2007 Posts: 1354 Location: Map
|
FunkOff wrote: KrimsonStorm wrote: He doesnt like sitting in your base and having the GE winning the game for you. Exactly. Mavors and Scathis are so boring. The nuke is a pretty flash, only the Paragon is a fitting game ender.... allowing you to overwhelm your enemies... but it's extremely imbalanced in team games so I decided it had to go. As far as air XPs being game enders.... there's nothing quite like having a slow, near invincible fortress hover over your base and annihilate everything with an incredible cannon. Trust me, though, these T4 Air units are defeatable. It takes roughly 100 mobile flak to kill a CZAR, 150 to kill a Soul Ripper... the Novax and be killed by destroying the ground station... and the Ahwassa can be killed by about 450 interceptors.
Ok good. I still rather have them as normal expies, but IC its hard to balance.
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
|
|
| Top |
|
 |
|
mgmetal13
|
Posted: 24 Jan, 2009
|
|
Joined: 15 Feb, 2007 Posts: 313
|
|
I've played this mod and I like it alot. It is defiantly a very different game. A couple of game play suggestions.
Get rid of mass storage adjacency bonus next to a mass extractor. I find putting these things down very annoying and would rather not have to. Just increase the cost and output of a t3 mex to what it would be if it was surrounded by mass storage.
Decrease the cost of scu's. The main reason for this is because I would like experimentals to be available a little faster than they are currently in this mod.
Increase build rate of Quantum Gateway. I am finding myself surrounding it with engineers in order for it to be all that useful.
_________________
Stin wrote: you really need to buy the game to know it would be crap? Thats like walking down the street, seeing a dog sh!t and getting a big scoop of it and stuffing it into your mouth because you think "this time it could be chocolate!"
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 24 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
mgmetal13 wrote: I've played this mod and I like it alot. It is defiantly a very different game. A couple of game play suggestions.
Get rid of mass storage adjacency bonus next to a mass extractor. I find putting these things down very annoying and would rather not have to. Just increase the cost and output of a t3 mex to what it would be if it was surrounded by mass storage.
Decrease the cost of scu's. The main reason for this is because I would like experimentals to be available a little faster than they are currently in this mod.
Increase build rate of Quantum Gateway. I am finding myself surrounding it with engineers in order for it to be all that useful.
Mass storage adjacency is actually less effective now than adjacency with T2 and T3 factories. So I consider this balanced.
The cost of SCUs serves as the cost of teching the the experimental level, so I again consider this necessary. However, I will probably increase the build rate of the quantum gate... but it will use absurd amounts of energy when building SCUs... in the range of -6000.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
Lifekatana
|
Posted: 24 Jan, 2009
|
|
Joined: 24 Jun, 2007 Posts: 1354 Location: Map
|
FunkOff wrote: mgmetal13 wrote: I've played this mod and I like it alot. It is defiantly a very different game. A couple of game play suggestions.
Get rid of mass storage adjacency bonus next to a mass extractor. I find putting these things down very annoying and would rather not have to. Just increase the cost and output of a t3 mex to what it would be if it was surrounded by mass storage.
Decrease the cost of scu's. The main reason for this is because I would like experimentals to be available a little faster than they are currently in this mod.
Increase build rate of Quantum Gateway. I am finding myself surrounding it with engineers in order for it to be all that useful. Mass storage adjacency is actually less effective now than adjacency with T2 and T3 factories. So I consider this balanced. The cost of SCUs serves as the cost of teching the the experimental level, so I again consider this necessary. However, I will probably increase the build rate of the quantum gate... but it will use absurd amounts of energy when building SCUs... in the range of -6000.
Since you nerfed mexes in general, how is one supposed to get a late-game eco really going?
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 24 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
Lifekatana wrote: Since you nerfed mexes in general, how is one supposed to get a late-game eco really going?
The only mexes I changed are T3... they give elss mass but they cost less mass too. This way late game can actually come faster because it doesn't take forever to get to the highest level of mexes.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
splattedone
|
Posted: 24 Jan, 2009
|
|
Joined: 07 Oct, 2008 Posts: 4710 Location: Cincinnati, Ohio, USA, North America, Earth, Milky Way Galaxy
|
FunkOff wrote: in the range of -6000.
So we're supposed to build 12 T2 power generators? (More if we want them to be shielded.) There are no T3 generators in this mod, are there?
_________________
ShamusZ3R0 wrote: £5 says Splatted could beat you in 5 minutes. :p
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 24 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
splattedone wrote: FunkOff wrote: in the range of -6000.
So we're supposed to build 12 T2 power generators? (More if we want them to be shielded.) There are no T3 generators in this mod, are there?
Which was exactly my line of thinking when I made the quantum gate have the build rate it does presently.
Of course, I might just make SCUs cost less energy too. That's also on the table.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
danza
|
Posted: 24 Jan, 2009
|
|
Joined: 07 Apr, 2007 Posts: 2355 Location: Nottingham, England, UK, The World, Milky Way Galaxy
|
|
Very interesting... So 4 tech 3 facs around a tech 3 mex is much more effecient than 4 storages around a tech 3 mex in your mod... ?
If so... Awesome, thats how it bloody should be.
Mass straight to fac > Mass to storage, sits and then to fac :/
_________________
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 24 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
Yeah... you get more mass savings by having 1 side of a mex against a T2 or T3 factory than having that same side next to storage.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
Solar
|
Posted: 24 Jan, 2009
|
|
Joined: 01 Mar, 2007 Posts: 4228 Location: In the cover of the sun, ready to strike.
|
FunkOff wrote: Yeah... you get more mass savings by having 1 side of a mex against a T2 or T3 factory than having that same side next to storage.
I wish I knew that...
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 24 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
It's just a function of the normal adjacency system... A T3 mex gives you the same % decrease in factory mass use as it does in vanilla FA. The difference is that T3 mex produce less mass now, so mass storages give less of a bonus AND factories use more mass, so that same % decrease warrants a higher absolutely savings.
For example, a T3 factory produce fire beetles uses 172 mass per tic. With 1 T2 mex next to it, it uses only 166 mass, for a savings of 6 mass. This effectively doubles the output of that mex, and only uses up 1 side of the mex. Surrounded a mex with mass storage only give 50% more mass. Factory adjacency can now give double that.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
regabond
|
Posted: 25 Jan, 2009
|
|
Joined: 19 Mar, 2007 Posts: 2453
|
|
I tried this out with some friends and it was very interesting. I doubt it'll catch on though as it changes so much stuff overall plus the huge difference in the factions. The few random people we played with tended to dislike it very much just because it is different.
Things look pretty balanced, however stopping missiles seems nearly impossible with certain factions. Like seraphim's tmd is the cruiser I believe which is only useful on water maps. Cybran will either need T3 air or a quantum gate which is pretty expensive. By this time any decent player with the tml could of sniped something of enough importance to cripple the other player before they even get a chance of defending against it.
Overall pretty nice. Would be nice if it had an ai to go along with it.
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 25 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
Seraphim also has TMD on the Transport at T3, but it must be flying to shoot down TMLs. I'll take your feedback into consideration, thanks.
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
FunkOff
|
Posted: 26 Jan, 2009
|
|
Joined: 26 Feb, 2007 Posts: 7295
|
|
Bump for release of version 2.
Biggest changes:
Integration of CBFP
Integration of Shipwreck mod
Additional independant bug fixes
Balance changes
Cybran T3 Missiel sub now fires SAMs when surfaced
Seraphim T2 sub now fires TMD when surfaced
Seraphim T2 bomber now fires TMD when airborne.
Seraphim T2 Transport TMD removed
All cruisers (and Cyrban T3 missile sub) now fire TMLs at a very high arc, bypassing TMD that are not in the immediate vicinity of the target.
Aeon cruiser AA missiles removed, replaced with medium-range cannons
Aeon Missile Cruiser replaced with buffed-up Battleship
All nuke launchers now cost 60,000 Mass (from 15k)
_________________ Faction Diversity Mod
|
|
| Top |
|
 |
|
Lifekatana
|
Posted: 27 Jan, 2009
|
|
Joined: 24 Jun, 2007 Posts: 1354 Location: Map
|
Lifekatana wrote: FunkOff wrote: mgmetal13 wrote: I've played this mod and I like it alot. It is defiantly a very different game. A couple of game play suggestions.
Get rid of mass storage adjacency bonus next to a mass extractor. I find putting these things down very annoying and would rather not have to. Just increase the cost and output of a t3 mex to what it would be if it was surrounded by mass storage.
Decrease the cost of scu's. The main reason for this is because I would like experimentals to be available a little faster than they are currently in this mod.
Increase build rate of Quantum Gateway. I am finding myself surrounding it with engineers in order for it to be all that useful. Mass storage adjacency is actually less effective now than adjacency with T2 and T3 factories. So I consider this balanced. The cost of SCUs serves as the cost of teching the the experimental level, so I again consider this necessary. However, I will probably increase the build rate of the quantum gate... but it will use absurd amounts of energy when building SCUs... in the range of -6000. Since you nerfed mexes in general, how is one supposed to get a late-game eco really going?
Great to hear! But you didn't change anything fabby, huh?
Overall very good changes.
I'm not sure but since cruiser use old style sams(well the cybran and UEF do) won't they easily take down Aeon ASF's?
Also the UEF shoulder pod. Try it on Isis, it is insane.
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
|
|
| Top |
|
 |
 |
 |
|