Wish-A-Mod Foundation
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For non serious games.. An all upgrades mod, which let's ACUs get conflicting upgrades simultaneously at some expensive rate. Shielded, Billy, Tele UEF ACU. Cloaked, Mazer, Tele Cybran ACU. Etc.
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a mod where t1 units are fast and t3 units are slow
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a map where there are no resources in the center of the map, nothing to fight over, and each player's starting base is on-top of a hill.
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A mod where all units (artillery, tanks, point defence, etc) can fire farther if they are aiming downward. [higher height elevation aiming at a lower elevation]
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A mod where t1 energy structures can be upgraded to t2 and produce an equivalent amount of energy to 1/9th of a t2 power generator and then to t3 to produce an equivalent amount of energy to 1/16th of a t3 power generator
And t2 power generators could be upgraded to produce an equivalent amount of energy as 9/16ths of a t3 power generator
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A mod where UEF has longer range, Aeon has stronger shields, and Cybran has more units
seraphin get a minor boost in everything because they're already so good
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A mod where UEF has larger health, Aeon are more expensive and powerful, and Cybran are faster
seraphin get a minor boost in everything because they're already so good
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@gabrilend
It's not at all difficult to do, but why bother? Factions and units for the standard game mode are well balanced and take into account the countermeasures of other factions. For example, submarines, torpedo planes, and so on. If a faction is strengthened in one aspect, it will either be too strong or weak in others in different situations (mainly depending on the map). For example, in a single-lane battle, speed isn't particularly beneficial, but damage or health are much more significant. -
that may be for land units, but you can always apply more speedy air units. Also, speed means your micro is more effective, as you can better dodge incoming strikes. It's not just the value of getting from point A to point B faster...
I understand that the factions and units are already balanced. But, with a neat mod like this, you can try out more... extremes, in the faction diversities. The trend when balancing metas in games is always to move toward homogenaeity - the developers have to put in conscious effort to resist this pull. These suggested balance tweaks are one such way to resist that.
The idea is to create a mod for the balance testing, and let players mess around with it to see how it feels. I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct.
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I think you didnt consider some things regarding balance.
You cant just give an entire faction speed or damage. Balance needs to exist in every category for any match up or 1v1 is simply unplayable. You cant just give air units of one factions more speed and then say "well they are just better at that".
Sure there are units that are better than others but a faction needs to have some kind of answer to things. One faction having more speed on their asf would be massively busted and playing that faction for air would be the meta.But if you do want to do something like this yourself you can check out my casino mod (to see how its done) which uses unit buffs such as health, speed and damage
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