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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    X2, X3, ... mexes like BAR

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    • I Offline
      IamFromRussia
      last edited by

      mex.png

      On picture disputed mex with increase mass income in 2.3x

      In BAR, map designers can increase mass production for mex at their discretion.

      • For example, map author to make the battle for contested mexes more intense, they can increase mass production on disputed mex, for example, to 2x.
      • It would give map designers additional creative freedom.

      I like this feature. I'd like to see it in FAF.
      I think adaptive map developers should be given this opportunity. Add a corresponding decal indicating the mass income increase.

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      • E33144211332424E Offline
        E33144211332424
        last edited by

        You can just place more than single mex point in the expansion.
        Then control the amount of mexes spawned with the adaptive settings.
        That's it.

        1 Reply Last reply Reply Quote 2
        • N Offline
          Nomander Balance Team
          last edited by

          Boosting the mass income makes it far more efficient than simply placing 2-3 mex spots close together, particularly for mex upgrades, so it's not really the same.

          It's definitely possible using map scripts, but someone has to develop that and then after some playtesting it would be considered for integration in the FAF map editor for use by non-scripters.

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          • nullptrN Offline
            nullptr
            last edited by

            The problem is that mass income is determined by mass extractor BP. Plus you have to make UI side change too that will display number per mass deposit, which can be harsh for performance

            “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
            — Steve Jobs.
            My UI Mods
            Support me

            ZLOZ 1 Reply Last reply Reply Quote 0
            • ZLOZ Offline
              ZLO @nullptr
              last edited by

              @Ctrl-K said in X2, X3, ... mexes like BAR:

              The problem is that mass income is determined by mass extractor BP.

              i believe that this is not true, we were changing mex BP pretty randomly in balance patches

              TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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              • N Offline
                Nomander Balance Team
                last edited by

                He meant BP as in blueprint.
                You can use a buff (like adjacency) to apply the boost but that would break UI that relies on bp income to determine adjacency state.
                Maps can load their own bp files so you can generate bps based on mex and then boost income by replacing built mex with the buffed mex. You can even get game options into ruleinit through the GameMods table in the game launch table, although FAF has to do it since that's part of the lobby.

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                • ZLOZ Offline
                  ZLO @Nomander
                  last edited by

                  @Nomander said in X2, X3, ... mexes like BAR:

                  He meant BP as in blueprint.

                  оооооhh yea

                  Maps can load their own bp files so you can generate bps based on mex and then boost income by replacing built mex with the buffed mex. You can even get game options into ruleinit through the GameMods table in the game launch table, although FAF has to do it since that's part of the lobby.

                  well, OP wants it to be "like in BAR" and in BAR you can have like any amount of different mex types per map.
                  Like there is a map with 1.0, 2.0, 3.3, 10.
                  by changing blueprint you can just buff or nerf all mexes afaik.

                  @IamFromRussia
                  i feel like in FAF single mexes are not as important, and you can just make contested areas pack more mexes, mexes are pretty cheap in FAF so it is not a big deal that you have to make many of them.

                  If you are afraid that more mexes = harder to upgrade them, then maybe can make double and quad mexes - Then upgrading them will be cheaper cause of adjacency bonuses

                  TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

                  N 1 Reply Last reply Reply Quote 0
                  • N Offline
                    Nomander Balance Team @ZLO
                    last edited by

                    @ZLO said in X2, X3, ... mexes like BAR:

                    by changing blueprint you can just buff or nerf all mexes afaik.

                    You can actually look at the existing blueprints, find mex blueprints, then duplicate them and adjust them so that your map has an entirely separate buffed mex unit to use.
                    Though thinking about it again, that breaks UI in a different way because those buffed mexes aren't grouped with normal mexes because they're separate units lol. So really FAF should sync adjacency from sim to UI and then UI code should use that data instead of relying on the difference between actual and blueprint mass income.

                    If you are afraid that more mexes = harder to upgrade them, then maybe can make double and quad mexes - Then upgrading them will be cheaper cause of adjacency bonuses

                    There's the map survival genesis which has a 4 adjacent mex group and I never felt like the adjacency is that impactful because you get a 20% mass discount at most for a 900 mass at 10m/s consumption, so it's very slow. You can probably get more total mass by rushing the upgrade (20% discount = 180 mass = 45 seconds of income vs 1:30 unassisted buildtime). And ofc the mass saved is tiny in comparison to the long-term benefits of boosted income.

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                    • DDDXD Offline
                      DDDX
                      last edited by

                      so...maybe an unconventional workaround, resembling Starcraft 2's method?
                      Fixed, neutral buildings, in strategic places around the map. Think an XL mex, indestructable, capturable, with an increased yield.
                      You can still attack it, but instead of killing it it reverts back to neutral ownership. That way it remains forever as a point of interest, and rewards whomever has managed to claim and hold it.

                      This can be seen in my survival, DDDX RPG survival, with my Survival mayhem & BO balance mod. They spawn nicely with a different, blue decal and a bigger mass deposit icon.
                      There's even an option to spawn more of them, in lobby settings of the map 🙂

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                      • Newbie_recoverinN Offline
                        Newbie_recoverin
                        last edited by

                        Interesting!

                        We spend our lives chasing after meaning like cats chasing laser pointers—only to realize the light was just a reflection of our own curiosity.

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