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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!

    Adding new tech levels to the game.

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    • D Offline
      Dim-A-miD @Nuggets
      last edited by

      @Nuggets said:

      Deploy the T6 units to counter them!

      GSB2402.jpg
      Good, the Seraphim's super-artillery has been delivered.

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      • speed2S Offline
        speed2
        last edited by

        That super level is just a bigger exp with a fancy name

        D 1 Reply Last reply Reply Quote 0
        • D Offline
          Dim-A-miD @speed2
          last edited by

          @speed2 said:

          That super level is just a bigger exp with a fancy name

          That's true.

          Although for the subjective experience, it depends on the presentation and mechanics of access.
          For example, access restrictions—Quantum Gates required.
          It seems like nothing has changed, but there's already a requirement for progress.

          cychwa_klaymbergC 1 Reply Last reply Reply Quote 0
          • cychwa_klaymbergC Offline
            cychwa_klaymberg @Dim-A-miD
            last edited by

            @Dim-A-miD said:

            Although for the subjective experience, it depends on the presentation and mechanics of access.
            For example, access restrictions—Quantum Gates required.
            It seems like nothing has changed, but there's already a requirement for progress.

            I’ve implemented this in a somewhat simplified way. Each faction has one "super-unit" (these are units from Total Mayhem as well as original ones, but with modified stats—including size). To build them, you first have to construct a Quantum Gate (found in the builders' "Experimentals" tab), and then you can build the unit itself from that gate.

            Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right? 🙂

            In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

            D 1 Reply Last reply Reply Quote 1
            • Dragun101D Offline
              Dragun101
              last edited by

              If we added any new units it should be the 3 Xbox Exclusives units. 4 Tech Levels (5 if you want to be pedantic, sense ACU is actually its own unique Tech Levels) is plenty.

              I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

              Project Head and current Owner/Manager of SCTA Project

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              • FichomF Offline
                Fichom FAF Association Board Team Lead
                last edited by

                Double-decker Fatboy when 😏

                D 1 Reply Last reply Reply Quote 0
                • D Offline
                  Dim-A-miD @cychwa_klaymberg
                  last edited by

                  @cychwa_klaymberg said:

                  I’ve implemented this in a somewhat simplified way. .... , and then you can build the unit itself from that gate.

                  Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right?

                  In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

                  The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

                  The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

                  Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

                  cychwa_klaymbergC 1 Reply Last reply Reply Quote 0
                  • D Offline
                    Dim-A-miD @Fichom
                    last edited by Dim-A-miD

                    @Fichom said:

                    Double-decker Fatboy when

                    We have a double-decker Fatboy at home...
                    Total Mayhem from Total Mayhem.

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                    • cychwa_klaymbergC Offline
                      cychwa_klaymberg @Dim-A-miD
                      last edited by

                      @Dim-A-miD said:

                      The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

                      The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

                      Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

                      Thank you for your reply. Personally, I don't like this aspect. I wouldn't call it the introduction of new features—far from it. New features imply an expanded arsenal, not a narrowing of options for the sake of stronger units.

                      However, you are explaining things that I resolved in my mod long ago—while retaining the dynamic pace, large-scale battles involving far more than just small groups, and a slow progression to new tech levels.

                      D 1 Reply Last reply Reply Quote 0
                      • D Offline
                        Dim-A-miD @cychwa_klaymberg
                        last edited by

                        @cychwa_klaymberg said:

                        Thank you for your reply.

                        Okay, then take the pictures I made.

                        UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
                        AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
                        KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
                        SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

                        Maybe someday I'll want to do something like this.

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                        • cychwa_klaymbergC Offline
                          cychwa_klaymberg
                          last edited by

                          Of course, try to do it, why not?

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