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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!

    New "Random Events" AND Roguelike-Mode Mod!

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    • F Offline
      Firv
      last edited by

      played the experimental, I do not like the negatives for the same domain. Getting 15% land damage but -15% health kinda makes the upgrade worthless. Classes are interesting though

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      • NuggetsN Online
        Nuggets FAF Association Board
        last edited by Nuggets

        The idea behind it, is that there are actual differences between land players. Its not just "i see positive stat, i take positive stat". Now you actual have to decide what you want to focus on.
        Sure, in your example, in a straight up fight, it makes no difference, but you having more damage makes you better at raiding for example. And this way stats like range or rate of fire are not always auto picks if you dont want to nerf stat x

        Saying that there will still be a lobby option to disable negative effects, but default it will be on.

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        • F Offline
          Firv
          last edited by

          Yeah, i get that in theory, but in practise it was kinda like well these arent really upgrades. I think the negatives where too big, like a 15% increase should not come with a 15% decrease for something else. 15% increased damage and 15 decreased ROF just basicly means the upgrade is nothing. It basicly turned out it was better to take common upgrades so you dont get negatives heh.

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          • NuggetsN Online
            Nuggets FAF Association Board
            last edited by Nuggets

            Yeah that example is probably just a negative. But thats the fault of rate of fire (or range) just being he way better stat.
            I think i will change it that rate of fire, range, AoE and speed are worth 3 times as much as the others

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            • SheppyS Offline
              Sheppy
              last edited by

              I love the mod in general, two things I dislike are:

              • I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.
              • The -25% land speed is quite toxic as an option, while everything is a tradeoff, this option just makes the game less fun to play, having +10% range and + 20% dmg with -25% speed just makes the game less interactive for everybody.

              Also we paused the game during the class selection because the entire lobby was overwhelmed by the wall of text. Maybe autopause the game here for 10s.

              NuggetsN N 2 Replies Last reply Reply Quote 0
              • cychwa_klaymbergC Offline
                cychwa_klaymberg
                last edited by

                I tried out the experimental mod in the sandbox a few times. In my view, the bonuses and penalties look good; you can use them to offset negative effects and, on paper, end up with no negative modifiers for your doctrine. Or you can make a trade-off, sacrificing one thing for another. You can apply this to specific units to boost their strengths.

                However, there are still a couple of points that left me a bit puzzled.

                In any case, the available cards sometimes force you to choose a card with better stats rather than one that aligns with a specific doctrine.
                For example, you might get a legendary card that boosts turret damage and range, and it would be far more powerful than a card tied to your chosen doctrine (such as one for ground forces).

                I’m not sure what form this mod was originally intended to take. However, I think it would be great to somehow encourage the player to focus on a specific playstyle, even if it isn't the most profitable option at the moment compared to others.
                For instance, there could be a counter tracking selected cards of a specific type, along with a bonus that scales based on that counter. That way, I’d be inclined to stick to one—or perhaps a few—specific doctrines, even if another doctrine offered a stronger base bonus. As an alternative, the counters could even be tied to specific card classes.

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                • NuggetsN Online
                  Nuggets FAF Association Board
                  last edited by

                  What a player picked is already being tracked. Cards right now are completely random, because when the cards were positives only it would have been OP to only (or mostly) get cards of the domain you are focusing on.

                  Now that there are negative to the cards i am fine with impacting the cards with what you have picked. But the problem with that is that if you want to shift your focus, its going to be way harder. But i guess thats a rare use case.

                  This would fit good together by a request i got from Deli (if you dont know him, ive seen him described as 2k neanderthal) for a "reset" button that resets ALL your picks and then you get like 75% of your picks back (as new card picks being offered)

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                  • NuggetsN Online
                    Nuggets FAF Association Board @Sheppy
                    last edited by Nuggets

                    @Sheppy said:

                    I love the mod in general, two things I dislike are:

                    • I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.
                    • The -25% land speed is quite toxic as an option, while everything is a tradeoff, this option just makes the game less fun to play, having +10% range and + 20% dmg with -25% speed just makes the game less interactive for everybody.

                    Also we paused the game during the class selection because the entire lobby was overwhelmed by the wall of text. Maybe autopause the game here for 10s.

                    Regarding 1) yeah not sure. Thats kinda what the lobby option for rerolls is for

                    And regarding 2) well.. not sure what to do about it. Sure i can initiate a pause, but idk how to enforce it, so anyone can just unpause.
                    Also for the lobby option that you get your class at the start of the game i put it at 20 seconds, so it happens after you placed your factory and gave some commands.
                    I wouldnt really call the classes a "wall of text", but yes they all have a description in text form. I could remove the timeout from the class selection so you can think as long as you want.

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                    • F Offline
                      Firv
                      last edited by

                      Ehh teh class thing was just coz its new, with a couple of games in you know what to pick, besides you still get 30 seconds to pick so that is fine.
                      Defniatly with the debuffs it would be nice to force you into a certain domain, maybe have atleast 3 for you most picked domain and then 2 random?

                      The reset option is nice too, 75% seems a good tradeoff

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                      • N Offline
                        Nomander Balance Team @Sheppy
                        last edited by

                        @Sheppy said:

                        I feel like too often there is clearly "one best option" in the selection and that takes away choice. I don't know how to best fix that, only thing I can say is that in most other games I think a lot more about my selection.

                        Some roguelikes bias rolls towards what your "build" is. I think combining that with general purpose upgrades (eco) would make picks more interesting.
                        You could even track what units the player has built recently to determine the build.

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                        • NuggetsN Online
                          Nuggets FAF Association Board
                          last edited by Nuggets

                          Okay tons of changes were just uploaded in V7 to the experimental version:

                          • Lots of rebalancing (tons of small changes and fixing some issues that popped up with the new debuff system)
                          • Tons of fixes regarding the classes
                          • 4-5 classes removed
                          • 1 new class added
                          • Removed lobby option that increased unit costs based on buff amount -> no longer needed with the new system
                          • Added lobby option to disabled debuffs (cards will only be positive), default off
                          • Added lobby option to modify the scaling of buying buffs (and for the "mass killed" option)
                          • Added lobby option to set a cap on the cost of buying buffs (and for the "mass killed" option)
                          • Implemented the "Category Affinity" Option: Every card you pick of a category, makes that category appear slightly more often (capped)
                          • Lobby option to disable the affinity system (default the Affinity system is enabled)
                          • Added a "Reset" button in the stats window: ONCE per game you can click the reset button (it will ask for confirmation after you click it) to reset ALL your picks and receive 75% of them back as new picks (so if you reset with 4 picks, you will get 3 new ones).
                          • Fixed timer not being synced to gametime
                          • ACU buff cards now also include debuffs
                          • Fixed RAS on SACUs resetting after picking a mass %-buff upgrade.
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