Features and what not
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@Nuggets You are absolutely right. But unfortunately, I don't know how I/we can adapt this without changing the appearance of the factories.

Only Cybrans and UEF have this restriction in the air factories.
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@Saver Easy. Just make them go through the arms on the right side. I dont really see the problem, many units can glitch into each other
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Maybe have the arms move to the side while the factory is idle/letting unit out? Seems like there might be just enough space to have the arms move to the side. Kinda like in the picture below, where I moved the arms as much down as possible. Though it would require a model that would make it look like units can roll down in that corner.

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@saver I personally do not consider this to be an issue and therefore I do not think that it should be 'fixed'. There have always been subtle differences between factions. That's what makes them factions to me.
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The classic no engie to the right faction
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Vindex downvoting again? Guess he needs another permaban..
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@syndicus Please excuse this post about the factories.
I shouldn't be replying to a question about opinions.
I will continue this specific question in the post about the factories, if there's any need.
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Can we have units coming out of mobile factories auto assist their maker instead of moving to where it was built 10 minutes ago or constantly change rally points? (fatty, tempest).
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@Saver Not a problem, that's exactly what this post is for. To see what issues most are seeing and giving at least some direction for any fixes that need addressing. And also to see the feedback on what is working or what is suggested with making changes to the game. Of course some suggestions, may be considered too far fetched. Especially when it comes to value or having the capability to make those changes with the resources we have at hand

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@Kilatamoro I thought about this one, it is pretty annoying when you see units coming out of a fat boy and it just goes the opposite direction of where it was first initially queued to build. I wonder if there is a way to make it just roll out and stay at whatever the location the fatboy is located in.
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A feature I'd like to see implemented is a review of teams and their contributions on a yearly basis, whether this is done by association members (members apart of the team are exempt), or by another verifiable metric, I think it'd be a great precedent to see how teams evolve in highs and lows within the FAF project.
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Can we make weapon stats in the game show buildable ammo cost? TML, SML, SMD, Billy.
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They do.

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Drawing on the map. In particular some elongated shapes.
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I would love ACU cosmetics to be added to FAF
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Having spent years on some other old games, I think the best feature faf has implemented is the rating and group game % quality system. Its not perfect, but OpenRA (where I spent alot of time) didn't have it and what brutal, high-school clicky, and pointless experience that made it. Teams would only be balanced if everyone knew everyone, the host was kind, and people weren't smurfing. So for for that reason maybe 1/20 group games were quality... Personally that's the #1 appreciated feature for me.
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There are tons of good features, it is hard to pick the best one:
• Rating system for custom games (tho before FAF ppl had player tracker and it was kinda interesting, but it didn't have a way to get good reputation after you have ruined it)
• Matchmaker improvements (2v2 3v3 4v4 machmaker, ability to choose multiple factions (i don't remember if gpg-net had this)) (new maps in the map pool)
• Not exactly FAF thing but - ozonex map editor
• Map and mod vaults with autodownload when joining games
• Chat inside of the replays (yep, afaik that didn't exist back in the old days)
• Balance patches (before that, we had to use mods with changing mod versions, good luck finding right version of the mod to watch old replays) (and no more t3 air at minute 7 with 2 t2 pgens, no more 2 second reload t1 bomber, no more restorers that beat ASF)
• Chat room for more than 100 people, multiple chat rooms
• Exploit fixing and bans for using exploits that can't be fixed, no more need for gentleman's agreements to not make restorers or restoration field
• Engimod. no more 200-300-400 engies assisting single factory and lagging the game
• hotkeys without mods, and tons of QoL UI improvementsWhat i'd like to see:
• more people on FAF patreon and money used for development and promotion
• more aggressive promotions
• sound bugs fixed
• replay rewind
• even more UI improvements
• more connection improvements
• i wanna see old players back
... and i guess more players overall would be amazing
• galactic war sounds great
• replay vault improvements with the goal of better usability of review system so it is easier for casters and players to find good replays
• News on new features and patches and other stuff on youtube channel
• better understanding of how replays work and break so we can fix them and remove the "freeze game when someone quits"can't think of a bad feature
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I've already mentioned one point here, but I just love this topic too ^^
What I really appreciate about FAF are the co-op campaigns and special maps that can also be played co-op.
What I'd still like to see are more great co-op missions and new game modes, like other RTS games have.
For example, a tower defense mode... Wave Rush (PvP) and so on.
When I think about how such modes can expand WC3 and other games and attract new players, it would be fantastic.
However, implementing this would require a lot of time and dedication.
I once tried to create my own co-op map, but unfortunately, it was lost due to a memory crash.
Therefore, I have some idea of the scope of such a project.
That's why I have so much respect for the people who create and make these maps available

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@Firv You need to enable "Show Armament Detail in Build Menu" in the game settings.
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