@brutus5000 said in Ban EcoManager & Similar Mods:
You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
Reduces the advantage massively.
And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.
Sheikah and I discussed that in private - I'm not sure how that works in practice without having a reasonable impact on performance in return. I'd need to look into this .
To add to the discussion: from a gameplay perspective I don't think it matters when a casual player uses a eco management mod like this. As Speed2 mentions: this game is not about fabrication-micro.
To me, there are a few options with a few consequences:
- (1) We try and prohibit people from using the mod. This is A, not entirely possible, B it will anger a lot of people that were used to it and C it has a relative high load on moderation.
- (2) We allow the mod in casual games, but not in tournaments. From a replay / observer perspective it is easy to see if someone is using the mod. This has all the benefits of (1) when it matters (during tournaments), without angering people.
- (3) We integrate the mod into FAF, by providing an alternative like Brutus mentioned. One that discourages enabling / disabling them in quick succession.
- (4) We integrate the mod into FAF, instead of through a UI mod. That way everyone has it.
When thinking about it, being able to use fabricators to get rid of excess power seems like a reasonable purpose for the units in question. To 'soften up' the times when there is no reclaim.