To answer @Valki’s post, here are some examples of how I might respond to the issues he presented:
- Aeon T1 PD under construction cannot be hit sometimes:
I believe this phenomenon with targeting partially constructed aeon structures might have something to do with the hitbox or the aimbone needing some adjustments (but I’m not sure if it is realistic to resolve this particular phenomenon, as I think it’s been known for a while without success at resolving it). However, game bugs can be reported here: https://github.com/FAForever/fa/issues by submitting a new issue (with an explanation, a replay with a specified time/location that the bug occurs, and a screenshot of the bug occurring), but please make sure it’s not already reported as an issue first (our unpaid volunteer programmers are swamped, and creating duplicate issues slows them down even further (you can search the other issues on the linked page to check if there is already an issue created for this problem) – there is already a backlog of 348 open issues, and it can take a very long time to resolve them).
- missiles subject to TMD should ignore shields:
Having missiles ignore shields is an interesting idea, but making that change would theoretically require a lot of other things to be rebalanced (such as missile cruisers, tml structures, tmd, shields, arty, etc). While this is technically possible, I believe that it is unlikely to happen, in-part due to the sheer extensiveness of the quantity of changes that would need to be made to do this in a way that is desirable for the overall community. So, if you want to make mml’s have more interesting dynamics where they can break TMD-less firebases faster, perhaps giving them more alpha damage (more damage per missile, but with a longer reload time, for balance) might be a more mml-specific way to accomplish that. Honestly though, a lot of people are already happy with the way mml’s function atm, and they are already used a lot, so I don’t know if many people would want to change them in either way... Any thoughts?
- (A)RAS: reduce nearby building consumption to zero:
Your ideas for RAS/ARAS are interesting. Reducing the mass/energy costs of nearby structures to zero could provide some really strong benefits though (such as with hives), and for that to be balanced, it would probably require an extremely high cost. Changing RAS/ARAS to reduce nearby costs by some percent (like adjacency bonuses give) might be a balanced approach. However, to make changes like these, someone would actually have to code them, and the balance team would have to approve them. My advice would be that if you feel very strongly about this idea, you might want to look into making a mod with a balanced version of these changes and then you could play it with your friends and go from there. However, even if you did that, most new ideas that change the game by this much never get incorporated into the main official version of FAF, but could make for some fun modded games (that can be played on FAF) : )
If you want to look into modding, you could learn some basic information at these links and in the FAF Discord (you may need to get the modder role from the roles-selection channel to see some relevant channels):