WD #3 - Ridiculous Balance Ideas
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Mass can only be stored locally. Each player no longer has a "bank" of mass (represented by the mass bar--you would permanently have a completely empty mass bar). Mass extractors leave reclaim around them. Mass needs to be gathered by engineers and brought to a factory in order to spend it at that factory (or brought to mass storage building, and buildings/engineers near the storage could feed from it)
Every player would have to establish "supply lines" in order to exploit mexes. Which would create a whole new dimension in terms of setting up logistics and for raiding your opponents. It would create incentive to put factories near mass (e.g., build a factory near reclaim field to make engineers to grab the reclaim + be a convenient place to spend the mass on new units, or build a factory next to a mex so you don't have to transfer the mass anywhere, it always gets spent immediately).
There would probably need to be new commands (e.g. assist command, ferry command, patrol command, etc.) so you can set up these supply lines. Maybe it could be done just with the "assist" command, like if you assist a mex and then assist a factory, the engineer knows it has to go back and forth between the two to deliver mass.
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give mercies insta kill ability
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Add the "Shahrazad " experimental which, when completed, restarts the entire game
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@rezy-noob said in WD #3 - Ridiculous Balance Ideas:
give mercies insta kill ability
You're supposed to come up with something new
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Remove all torpedo launchers from UEF t2 torp boat and install a plasma beam from the t3 battlecruiser instead
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who builds torpedo tubes t2?
nobody needs them and cry in the corner. need to be able to dive like , t3kibran torpedo tubes -
Why are there walls on land and not on water?
I need water walls- there are no t2 walls either, this is an omission
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Aside from recklessly modifying the game in a huge way (not terrible imho), this would be interesting to see with mexes as factories for little mass-storages-on-wheels that make their way to the base to get reclaimed (so keep the supply lines but ditch the engineer fetching).
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Allow Aeon T2 Shields to Upgrade to T3 Shields, however make it less efficient than reclaiming an existing T2 and rebuilding a T3 over it's wreck.
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Give Seraphim support commanders a RAS upgrade path.
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Add a "Hive" equivalent for both Aeon and Seraphim - ideally, they're worse than the Cybran/UEF versions, but it seems an immense oversight that in order to be effective in team games everyone spams the Cybran/UEF player(s) asking for donation T2 Engies.
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Remove all damage dealing units and structures and replace the ACU with a command center. You win when you capture, reclaim, or destroy the enemy’s command center.
I vaguely recall there being a SupCom 2 campaign mission that’s sort of an engi battle like this.
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Give cybran cruiser toggle ability to make them airborne assrape gunships
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Remove collision between units, they only collide with buildings now. Is this a balance change? I don't know, but it would probably improve per, and make unit navigation much less annoying.
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Add the 3 Xbox Exclusive Units and Sera Campaign crystals as buildable units
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@dragun101 said in WD #3 - Ridiculous Balance Ideas:
Add the 3 Xbox Exclusive Units and Sera Campaign crystals as buildable units
What are those three units again? UEF had a t3 anti artillery unit if I remember correctly.
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Commander can stomp over small units and crush them.
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Cybran had a T1 scout submarine and Aeon had a T1 static arty
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All units with an engineering suite (except perhaps the Cybran cruiser and mantis), when they aren't actively building/assisting/capturing/reclaiming, will automatically use their engineering beam to reclaim any enemies or buildings in range without slowing down their movement or their ability to fire a gun. So regular ACUs get a little more DPS during fights. A T2 or T3 ACU will have a lot more DPS just from that. SACUs will be more useful in combat and engineers will be more able to protect themselves against enemies like LABs. Idle factories can reclaim nearby enemies in a small range.