Suggested Changes
Posted: 14 Nov 2010, 06:50
As some of you know me and some others have been working on ideas for a new mod. What this post is about is sharing some of the small ideas for improvement we've had which we think could be put into Balanced Annihilation directly without changing any of its core mechanics or balance.
In no particular order:
Automatic terraforming of ground infront of labs
Addition of a gadget which would automatically smooth the terrain in front of labs such that units will always be able to get out.
Customizable unit costs
Addition of a gadget that allows the host to set metal, energy and build time costs of unit types so that they can tweak balance to their liking, great for 1v1 players.
Passive mode on every constructor
Self explanatory, the passive mode on nanos that prevents stalling should also be on constructors and labs.
Possible removal of napping enemy commanders
The only people who get their commander napped are new players, not good when trying to bring in new players.
Slasher/samson targeting fix
Slasher and samson targeting is currently bugged, such that in certain cases they will refuse to fire. (To replicate: Issue attack order on a unit, now issue a move order, observe how the units won't attack while executing the move order)
Samson fight command fix
Fight command doesn't work for samsons, yet it works for slashers, giving quite an advantage to micro.
Guardian high traj as default
Guardian high trajectory should be default mode, not low trajectory. Many new players build guardians, and aren't aware that high trajectory is the only mode that makes guardians useful.
T1 fighter automatic engagement fix
T1 fighters automatically engage ground targets which leads them into AA, making them extremely irritating to use, engagement should be changed to that of T2 fighters.
No energy cost to operate extractors
That mexes require energy to run brings in pointlesss tedium of repeatedly waiting/unwaiting units, or in the case of noobs, they sit at +0 metal. If mexes could be set to remain on when stalling this would also solve it, so would everything on passive mode.
Base storage
Addition of base metal and energy storage, i.e. 500/500, such that when you lose a large fraction of your units you are not trapped at 50 metal storage and 100 energy storage, unable to afford anything bigger than a wind.
Changing side ingame
In the same way that coop mode allows you to change side so should you be able to change sides in non-coop, especially important given that you choose side pre-gamestart while finding out start position post-gamestart.
Fix crashing mex upgrader gadget
Self explanatory.
Fix building cost disparity between sides
Main buildings where this is an issue is in the cost of advanced solars and advanced fusions, both of which cost much more energy for arm for no apparent reason.
Add indication of T1 arm MM on/off state
Self explanatory, currently it's impossible to tell if an arm T1 metalmaker is on or off.
Fix amphibious units speed underwater
Underwater speed of amphibious units is bugged, in that they go much much faster than they should (faster than on ground even), an example is the marauder which moves as fast a T1 sea scout boat when underwater.
Feel free to discuss what ones you like or don't like, and hopefully TFC will implement the popular ones
In no particular order:
Automatic terraforming of ground infront of labs
Addition of a gadget which would automatically smooth the terrain in front of labs such that units will always be able to get out.
Customizable unit costs
Addition of a gadget that allows the host to set metal, energy and build time costs of unit types so that they can tweak balance to their liking, great for 1v1 players.
Passive mode on every constructor
Self explanatory, the passive mode on nanos that prevents stalling should also be on constructors and labs.
Possible removal of napping enemy commanders
The only people who get their commander napped are new players, not good when trying to bring in new players.
Slasher/samson targeting fix
Slasher and samson targeting is currently bugged, such that in certain cases they will refuse to fire. (To replicate: Issue attack order on a unit, now issue a move order, observe how the units won't attack while executing the move order)
Samson fight command fix
Fight command doesn't work for samsons, yet it works for slashers, giving quite an advantage to micro.
Guardian high traj as default
Guardian high trajectory should be default mode, not low trajectory. Many new players build guardians, and aren't aware that high trajectory is the only mode that makes guardians useful.
T1 fighter automatic engagement fix
T1 fighters automatically engage ground targets which leads them into AA, making them extremely irritating to use, engagement should be changed to that of T2 fighters.
No energy cost to operate extractors
That mexes require energy to run brings in pointlesss tedium of repeatedly waiting/unwaiting units, or in the case of noobs, they sit at +0 metal. If mexes could be set to remain on when stalling this would also solve it, so would everything on passive mode.
Base storage
Addition of base metal and energy storage, i.e. 500/500, such that when you lose a large fraction of your units you are not trapped at 50 metal storage and 100 energy storage, unable to afford anything bigger than a wind.
Changing side ingame
In the same way that coop mode allows you to change side so should you be able to change sides in non-coop, especially important given that you choose side pre-gamestart while finding out start position post-gamestart.
Fix crashing mex upgrader gadget
Self explanatory.
Fix building cost disparity between sides
Main buildings where this is an issue is in the cost of advanced solars and advanced fusions, both of which cost much more energy for arm for no apparent reason.
Add indication of T1 arm MM on/off state
Self explanatory, currently it's impossible to tell if an arm T1 metalmaker is on or off.
Fix amphibious units speed underwater
Underwater speed of amphibious units is bugged, in that they go much much faster than they should (faster than on ground even), an example is the marauder which moves as fast a T1 sea scout boat when underwater.
Feel free to discuss what ones you like or don't like, and hopefully TFC will implement the popular ones