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BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 02:50
by DarkDreams
underwater nano turrets - it just needs to happen

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 02:52
by DarkDreams
t2 con bots should be able to build adv solars - you have no hope of rebuilding if u can only build fusions

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 02:53
by AreaFire
DarkDreams wrote:underwater nano turrets - it just needs to happen
This.

also krogs r 2 slo cn u maek them flai plzkthxbai

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 02:56
by MidKnight
DarkDreams wrote:underwater nano turrets - it just needs to happen
Image

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 03:55
by Petah
BA's balance and units are not going to change....

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 04:21
by Neddie
Well, technically BA's balance never stopped changing. It just seldom changes drastically.

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 12:17
by Saktoth
Construction ships have the best nano for cost in the game, slightly better, in fact, than nanotowers!

You would only want nanotowers for the ability to stack them easily around the shipyard- this is their only advantage.

Though i would say it would not hurt or change sea balance in any significant way if it had floating nanotowers (amphibious nanotowers are another matter) so there is no real reason not to have them either. In fact, BA should probably integrate all its land and floating variants into a single structure that can be built on either land or sea, to shorten buildlists and make everything all around cleaner and tidier. The only major exception would probably be the HLT. On how to do this, look at CA, especially older revisions when we were still using more 3do models.

Of course, again, this is really not changing anything significant. The only side effect of this would be that units that could not previously build the land/sea counterparts will be able to (IE, planes can make floating radars, conships can make them on islands).

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 12:26
by Regret
DarkDreams wrote:underwater nano turrets - it just needs to happen
Nope.

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 16:49
by Pxtl
@Saktoth

The problem is that land/sea versions of many units are different, like HLT. Still, you could probably amalgamate the MTs, radars, and add underwater nanotowers.

And Conships are even better than people think when you figure in their energy generation... on low-tidal maps, they're actually a good approach to your whole E econ.

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 17:44
by JohannesH
Pxtl wrote:@Saktoth

The problem is that land/sea versions of many units are different, like HLT. Still, you could probably amalgamate the MTs, radars, and add underwater nanotowers.
Theyre not the same. Especially nanos.
And Conships are even better than people think when you figure in their energy generation... on low-tidal maps, they're actually a good approach to your whole E econ.
Wouldnt really recommnend basing your whole e on something that takes well over a minute to return the investment.

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 17:48
by Blue_Falcon
Let nanos build nanos.

Like in TA:CC. :P

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 18:03
by JohannesH
add underwater nanos on con sub buildlist and a sonar jamming device too?

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 18:38
by Blue_Falcon
JohannesH wrote:add underwater nanos on con sub buildlist and a sonar jamming device too?
Maybe... I'd say just make normal nanos submersible though, and add then to the consub's (or probably, better, the conship's) buildlist.

Unless the U/W ones should be more expensive, in which case I see your point ;)

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 21:06
by bartvbl
I liked the idea of making the dragon's eye camera also be used on water. At least that would not affect any balance; both ARM and CORE got the same one, and it adds some tactical possiblities.

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 21:08
by Gedanken
jumping cans plz also plz give comm boost like in CA tia

Re: BA Feature Requests (post features & units here)

Posted: 10 Nov 2009, 21:54
by Blue_Falcon
BA != CA

I don't think that's gonna happen.

Re: BA Feature Requests (post features & units here)

Posted: 11 Nov 2009, 01:17
by Gedanken
:O

Re: BA Feature Requests (post features & units here)

Posted: 11 Nov 2009, 01:21
by JohannesH
We should look at CA and take the best things into BA too dont you think

Re: BA Feature Requests (post features & units here)

Posted: 11 Nov 2009, 03:09
by Saktoth
Underwater nanos are a huge change! Being able to totally hide your build power from anything but anti-sub weaponry is a very big deal, especially with reclaiming enemy units. Underwater nanopower is currently reserved exclusively for amphibious constructors from vech/amph lab. Floating nanotowers on the other hand, not so much.

Sonar Jamming is totally broken. It makes units completely immune to all forms of detection. With sonar jamming you can attack with total impunity. Sonar jamming would only work on a sonar jammer boat, which could be sniped to reveal the subs (ala Arbiter, but with no other form of detection...), i believe XTA has that. But even then it would be a huge change to the game.

:roll: At the way this thread is going but given the title what do you expect.

Re: BA Feature Requests (post features & units here)

Posted: 11 Nov 2009, 06:08
by YokoZar
DarkDreams wrote:underwater nano turrets - it just needs to happen
The basic con ship is already vastly superior to a land nano turret. What more could you want?

(It's about 50 metal more in cost, and for that cost you get +50 build power, +30 energy, and +0.3 metal production)