Page 3 of 6
Re: Suggestions
Posted: 13 Sep 2009, 18:39
by MidKnight
Gota wrote:half agree.
Not dictatorship but a more defined hierarchy with 1 top guy that has veto power over anything and several others that are heads of departments like gfx balance advertisement and they would have veto power in those departments.
Under them will be the regular contributors.
Heads of departments can vote to kick head guy with a very large majority and regular contributors can vote out heads of departments with a very large majority.
I disagree; we already have enough yelling from players who think they should have more deciding power.
Another quasi-noob suggestion- do we *really* need all of the different constructor units? hover/amphib/naval- could be one unit. Partly that's the amphib vs hover issue i've seen raised a lot, but I don't think i've ever built naval cons- either used one of the others, or a flying constructor.
I agree.
Re: Suggestions
Posted: 13 Sep 2009, 18:41
by Gota
Yeah you got chaos cause nobody has a defined role and responsibility and jurisdiction.
Re: Suggestions
Posted: 13 Sep 2009, 18:47
by MidKnight
please, try not to post discussion in this thread, make a new thread or PM me.
That said, I suggest we retain two separate factions, but give them identical naval and amphibious labs. This would cut down massively on the amount of work required to become IP-free, but won't sacrifice faction differentiation and let us use all of the models we already have to their full potential.
Re: Suggestions
Posted: 14 Sep 2009, 12:38
by 1v0ry_k1ng
suggestion: 1 faction sounds awe-inspiringly lame
Re: Suggestions
Posted: 15 Sep 2009, 02:28
by MidKnight
I take it you disagree with 1-faction?
Re: Suggestions
Posted: 16 Sep 2009, 06:20
by Saktoth
Suggestion: This thread is stupid and shouldnt be stickied.
Re: Suggestions
Posted: 16 Sep 2009, 06:24
by JohannesH
Suggestion: sticky windy comet thread
Re: Suggestions
Posted: 16 Sep 2009, 08:23
by KingRaptor
Saktoth wrote:Suggestion: This thread is stupid and shouldnt be stickied.
Concur and done.
Re: Suggestions
Posted: 08 Oct 2009, 08:22
by Google_Frog
2 related suggestions:
1. Increase factory cost to 1000. To make this change not affect the start make the first factory free and drop boost to 500.
2. Reduce unit reclaim efficiency from 100% to 50%.
Both these changes are aiming to make factory choice more important. The reclaim change is just to make choices a little more permanent though.
Re: Suggestions
Posted: 08 Oct 2009, 09:44
by Otherside
1000 is hardly important enough easy swapping with reclaim
Re: Suggestions
Posted: 08 Oct 2009, 12:27
by Licho
Corpses leave 60% corpse so no point having reclaim 50%..
Also.. we already had solution for this.. it was called scrap - it reduced unit to corpse you could reclaim..
Re: Suggestions
Posted: 08 Oct 2009, 13:08
by Google_Frog
Licho wrote:Corpses leave 60% corpse so no point having reclaim 50%...
Good point. Better put unit reclaim down to 60%.
Licho wrote:Also.. we already had solution for this.. it was called scrap - it reduced unit to corpse you could reclaim..
Scrap was annoying though. It required 5 seconds of attention to reclaim something, it was too easy to explosion dodge and people would often accidentally scrap things.
1000 is hardly important enough easy swapping with reclaim
It all depends on what stage of the game you're swapping at. 1000m is very important for the first 20 minutes. Even if you reclaim the other factory you've lost 400m(with the other suggestion) and a lot of nanos are needed to reclaim the factory in a decent amount of time, every time you swapped you'd lose m.
Re: Suggestions
Posted: 08 Oct 2009, 14:44
by pintle
Seems a lot like the proposed lab changes are a quick fudged workaround to make 1 faction "viable", and they are going to force the game into blind RPS starts, not to mention zzz nano spam.
SUGGESTION: If it ain't broke, don't fix it.
2 factions 4 lyfe y'all!
Re: Suggestions
Posted: 08 Oct 2009, 15:24
by JohannesH
Dont discourage lab swapping, just encourage having multiple labs
Re: Suggestions
Posted: 08 Oct 2009, 16:11
by luckywaldo7
I agree with google frog's suggestions.
Re: Suggestions
Posted: 08 Oct 2009, 17:24
by CarRepairer
Google_Frog wrote:1. Increase factory cost to 1000. To make this change not affect the start make the first factory free and drop boost to 500.
+1 to this and I think scrap is good
Google_Frog wrote:Licho wrote:Also.. we already had solution for this.. it was called scrap - it reduced unit to corpse you could reclaim..
Scrap was annoying though. It required 5 seconds of attention to reclaim something, it was too easy to explosion dodge and people would often accidentally scrap things.
Both these things could be easily fixed. 1) trigger scrap upon reclaim of live unit, use some lua magic to detect the corpse and reclaim it once scrapped. 2) Require scrap be double clicked, or leftclick-then-rightclick, or something else.
pintle wrote:Seems a lot like the proposed lab changes are a quick fudged workaround to make 1 faction "viable", and they are going to force the game into blind RPS starts, not to mention zzz nano spam.
SUGGESTION: If it ain't broke, don't fix it.
2 factions 4 lyfe y'all!
Actually I am completely against 1faction and I am for the stronger, more expensive facs. Facs just need to be modified so they have less weaknesses, for example vehicle's weak AA or logosbot's weak arty.
Re: Suggestions
Posted: 08 Oct 2009, 17:28
by Pxtl
Ick, no. I say one or the other
1) go 1Fac, and have each factory be a complete army, and be expensive and impressive, and difficult to switch - so your first factory commits you, functionally being a faction. Thus, you have faction-selection-in-factories.
2) multiple factions, and each individual factory is cheap and interchangeable, and can have serious gaps in its loadout. Cut the factory cost in half. Thus, you don't play "Nova bots", you just play Nova.
Re: Suggestions
Posted: 08 Oct 2009, 22:36
by SirMaverick
Google_Frog wrote:1. Increase factory cost to 1000. To make this change not affect the start make the first factory free and drop boost to 500.
I disagree. "first factory free and drop boost to 500" would be enough. Else you make the game too static.
Re: Suggestions
Posted: 09 Oct 2009, 07:45
by Google_Frog
I rarely reclaim factories, I keep my old one when I make a new one. I mainly don't like 100% reclaim for other reasons.
I like multiple factories but they shouldn't be given to players for almost nothing. Making another factory should be an important choice as. When assessing the cost of a factory think of how important it's cost in units is at that stage of the game. 500 is 5 flashes which are only important for the first 6 or so minutes depending on the map.
Re: Suggestions
Posted: 09 Oct 2009, 09:24
by det
You dont need scrap for reduced reclaim efficiency. Reverse build supports this as well.
svn log wrote:* reclaim.unitEfficiency: Used to determine how much metal you get back for reclaiming units (not features, corpses). Defaults to 1.0, which is backwards
You can set this to 0.5 and you will only get 250 back for reclaiming a 500 metal factory.