There is a mod already, that does some of this stuff. I think it is simply called "Notifications".
Maybe you can try it out and see if it helps. You could even enhance it with more functionality/notifications if you ask the original mod author for permission
FAF Lite, Supcom but simpler
@blackyps You wrote to me I suppose?. Yes I know about "Notifications" mod, and I have tried it. It does not put notifications on map, but on the side of screen. (Although I believe pings should be possible.) It seemed for me that it is more for players with some experiance, so that they can personalise it for not forgeting/missing some things. Rather than to teach early noobs. Not what I was describeing. But teaching mod with notifications on the side should be possible to make also. Maybe less effective than on-map, but it should be better than nothing for some early noobs.
"Maybe you can try it out and see if it helps." Well, I am not really looking this type of help for me. I rather try to respond to those discussions here about FAF being complicated, with steep learning curve and lots of noobs leaving the game. I may move my comment to another thread, if this place is not correct for that.
I don’t have the number off hand but iirc FAF doesn’t actually have an issue with newbs leaving more than other games in the genre.
I’m not sure how I feel about an eco mod, it feels like it would make it harder to actually learn the game when push comes to shove in the end. That being said, I like ZLO’s suggestion of not having mass extractors stop working during power stall. Can help with making it easier to recover from, and I think the only other eco mod I’d make would be more starting storage + more blatant and obvious warnings and tips on how to fix mass and power stalls. Increased storage gives you more time to fix without be overly too much of a hand hold.
A mod/map that is really like and think would be beneficial are better in game tutorials. Basically a better done version of the original campaign made specifically to teach the basics of the game. Perhaps a few different ones teaching basic opening BOs, how to manage different units, intel tutorial, why not to make fire base tutorials, etc.
I think it would be better to actually teach you how to play the game, rather than make you play a different game...
I think providing objectives and incentives would go a long way towards helping players to understand what they are supposed to do and develop the right habits. Imagine if there was a checklist on the side of the screen in-game and each time you complete one of the tasks you get some kind of reward (mass/units/energy/etc). Some things such as:
- Secure the highlighted mexes, rewards 300 mass (generally would be the 50% on your side but can be tailored for the map)
- Reclaim the highlighted area, rewards 200 mass
- Scout the enemy base, rewards 100 mass, repeatable every 3 minutes
- Do not stall power for two consecutive minutes, rewards 100 mass, repeatable every 5 minutes
- Do not overflow mass for two consecutive minutes, rewards 100 mass, repeatable every 5 minutes
Generic things that are indisputably the right way to play and explicitly encourage correct concepts and routine. This would prevent the game from being so complicated and overwhelming that players cannot process it. I will restrain myself from talking about executive dysfunction, operationalizing, incentives, and other big-brain things.
This seems like something that could easily be accomplished with a sim mod or a map script. It should be far easier to accomplish than making full-blown tutorial missions or a campaign. I actually think an RTS game should have this concept built into it all the time, not only because it seems like an incredibly powerful tool for teaching players, but it also could add a lot of interesting gameplay dynamics for skilled players as well. Imagine having different, less generic tasks at higher rating levels, or allowing players to choose between different tasks and perks.
@archsimkat said in FAF lite, an eco balance mod:
I think it would be better to actually teach you how to play the game, rather than make you play a different game...
That doesn't seem to work for everyone. If this mod is made, not only could it offer a better experience for some people and may retain some players... it's popularity will also serve as an indicator of what people think of the complex and punishing economy of the base game.
If nobody plays this mod then business as usual. If 50% of <1000 play it then maybe bring some changes to the base game.
FYI personally, I think this mod will not offer a good gaming experience, I don't think I will play it.
@valki No not really. People who don't want to deal with eco or want dumbed down eco can just use stuff like the default 2x eco mod. Changes to the base game when it comes to economy most certainly will not be made just because some players like playing an easier version of the game. The economy design is one of the biggest things that makes supcom supcom. People need to learn how it works if they want to be even remotely competitive in the game and not learn some changed version of the economy.
Think of the mod as an appetizer before the full meal or a small stepping stone onto the bigger and better version, rather than an actual teaching aid.
The mod would allow players to focus more on combat and less on eco.
I personaly think that challenges similar to what @ThomasHiatt mentioned would be far better teaching tools than this mod but its something i am not capable of making.
Challenges would be an awsome idea if someone with the skill set (far beyond mine) was willing to put the time in, it could start off with some simple things like the fastest time to build 100 tanks or fastest time to claim every mex on a 40k map to funny things like who can best place a nuke on a moving target/acu from 20km away and to hard stuff like taking down a large heavily fortified base.
@archsimkat Of course you at some point need to learn how to play the game properly. A noob friendly mod is like learning to ride a bike with training wheels. At some point the training wheels obviously need to come off. The question is whether allowing (NOT forcing) games with training wheels to start can help some people not get too discouraged initially or actually learn the game a bit faster by not being overwhelmed by all of the different things there are to learn in the game right from the start, or if they simply develop bad habits that become entrenched. It certainly might be better to just learn decent build orders, but obviously, a lot of people don't bother. It's plausible that some people don't want to watch a build order youtube video, but will just play the noob mod, then eventually learn more and like the game more and stop using the mod because a lot less of their games were ruined in the first minute of the game.
Edit: I think generally in the game, not just in a noob eco mod, it would be good for an audio warning if you are stalling. "You must build additional [pylons] Power!"