Reduce factory costs
Posted: 19 Jan 2012, 20:09
So, time for a balance changing suggestion that's got nothing to do with engine bugs or changes for once.
Reduce costs of all factories (any tier) by, say, 100m and reduce the starting metal each player has by the same amount.
M storage could still be kept the same though, you just wouldn't start with empty storage which is nice otherwise too - yo wouldn't excess then just because you missed a second of the games start.
This would improve the game in several ways.
Firstly, and probably most importantly, it would favor every player in a teamgame to make their own lab. As it is, on most maps it doesn't really make sense for each player to make a factory at start if there's more than 3 or 4 players per team. Reason usually everyone usually still does a lab of their own, is because they firstly lack the will and coordination to skip a lab and share resources instead, and secondly because it's just not fun to not have one.
So this change would bring the optimal strategy closer to what is actually fun for every player.
Other than that, it would favor having more labs instead of just one and then only spamming nanos next to it. This would lead to interesting plays of having a wider choice of units available, earlier, allow making factories in more than 1 spot better, also teching in a normal game (where you also keep the t1 lab) would be slightly easier.
So I think it would definitely make the game more varied and interesting.
It would also very slightly nerf any build that includes reclaiming your lab and not rebuilding another for a period, like the usual DSD teching on 3 mexes build for example.
A build where you reclaim a lab and immediately start building another is unaffected in itself.
Overall it would be a noticeable change, but still just a nudge to make some existing strategies better or worse. It would not cause any kind of paradigm shift, like the air damageclass changes for example did. So to me, implementing this change is totally within the lines of what BA is, it would not turn into a different game or anything. People can keep using their old builds just fine, so it doesn't really force you to relearn anything, but it adds more possibilities on top of that.
And to me it doesn't really have any drawbacks, someone might have a different preference of course.
Another related suggestion would be a change to nanos, to increase their cost significantly but make them not as chainable and give them a wreck (and possibly reduce range also). But that's actually a much bigger change.
Your thoughts, criticism?
Reduce costs of all factories (any tier) by, say, 100m and reduce the starting metal each player has by the same amount.
M storage could still be kept the same though, you just wouldn't start with empty storage which is nice otherwise too - yo wouldn't excess then just because you missed a second of the games start.
This would improve the game in several ways.
Firstly, and probably most importantly, it would favor every player in a teamgame to make their own lab. As it is, on most maps it doesn't really make sense for each player to make a factory at start if there's more than 3 or 4 players per team. Reason usually everyone usually still does a lab of their own, is because they firstly lack the will and coordination to skip a lab and share resources instead, and secondly because it's just not fun to not have one.
So this change would bring the optimal strategy closer to what is actually fun for every player.
Other than that, it would favor having more labs instead of just one and then only spamming nanos next to it. This would lead to interesting plays of having a wider choice of units available, earlier, allow making factories in more than 1 spot better, also teching in a normal game (where you also keep the t1 lab) would be slightly easier.
So I think it would definitely make the game more varied and interesting.
It would also very slightly nerf any build that includes reclaiming your lab and not rebuilding another for a period, like the usual DSD teching on 3 mexes build for example.
A build where you reclaim a lab and immediately start building another is unaffected in itself.
Overall it would be a noticeable change, but still just a nudge to make some existing strategies better or worse. It would not cause any kind of paradigm shift, like the air damageclass changes for example did. So to me, implementing this change is totally within the lines of what BA is, it would not turn into a different game or anything. People can keep using their old builds just fine, so it doesn't really force you to relearn anything, but it adds more possibilities on top of that.
And to me it doesn't really have any drawbacks, someone might have a different preference of course.
Another related suggestion would be a change to nanos, to increase their cost significantly but make them not as chainable and give them a wreck (and possibly reduce range also). But that's actually a much bigger change.
Your thoughts, criticism?