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    WD #3 - Ridiculous Balance Ideas

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    • T
      Tomruler
      last edited by

      Give mexes 5x adjacency bonus; just mexes, not fabs, pgens, storages etc.

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      • Rodimus_PrimeR
        Rodimus_Prime
        last edited by

        Give Aeon ACU Nano-Repair on the right arm, and Double Chrono upgrade.

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        • D
          dzonikv
          last edited by

          What if you add unit upgrades to its respective HQ? For exsample UEF land HQ could have an upgrade pressureproof shields, that would allow for Titans to walk underwater. Could spice up naval maps with it.

          Or some upgrade that will allow idle transports to be able to build stuff like flying engies. Things along that line that give you more strategic options and flexibility with your units, so you can be creative how you play. They should be quite pricey if you want to invest in it, but same goes for your Commander upgrades.

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          • M
            macdeffy
            last edited by

            Move Cybran ACU T2 Suite to Back, and Resource Allocation to Right Arm

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            • A
              AI-Very_Easy
              last edited by AI-Very_Easy

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              • L
                lynx_nz
                last edited by

                RAS SCU's cant move, shoot or build while producing mass / energy (some kind of button to toggle)

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                • E
                  Emeryness
                  last edited by

                  The Brick is solid armor. 2x HP slower 1/2 DPS. I mean, it makes sense for a brick.
                  Frigates can carry troops in amphibious assaults. (Beach invasions) Makes an entirely new use of submarines and the oceans. Cybran frigate may be able to hide the units inside from radar (muahah).
                  T2 Railed artillery that can move on a rail. It makes the game more immersive.
                  Other factions get landmines because Cybran has the bomb beetle. All factions could have naval mines too.
                  Some units can have turrets that are gyroscopic meaning the turret isnt moving with the body so you can micro better. It's a lot like having an aurora on top of a striker. This would help this big heavy units a lot such as an army of percivals or a monkeylord.
                  A game option called, "Support Acu AI" . Once your support commander arrives it will have a separate economy. It will try to help you and you can give or take from it or even give each one a small property. The AIs will be very generous and compliant following your strategic moves and giving you gifts of resources or building positive income mass fabrication farms. They can poke at the enemies for you or save you if you are getting close to death by offering a t2 air transporter.

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                  • AzraaaA
                    Azraaa
                    last edited by

                    1. Remove Mass Storage from the game & add small amounts of storage to most units like mass extractors & factories.
                    2. Make Hover Units move slower on land and make them faster on water.
                    3. Make T3 Artillery more Tactical so it's not the absolute strategy on 20x20 Late Game
                    4. Make Shared Army the standard for every game, 1 Commander everyone else is support commanders 😄
                    5. Remove Reclaim 😗

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                    • S
                      STlNG
                      last edited by

                      Not really balance, just weird ideas.

                      Cybran shields block other players' vision of shielded area unless other player has unit within shielded area.

                      UEF T3 "hypersonic" tac missile. 2x range, 2x speed, requires two hits from TMD to defeat.

                      Aeon ACU advanced sensor upgrade gives mini eye of Rhianne style quantum optics.

                      Seraphim sniper bots can target air units.

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                      • S
                        STlNG
                        last edited by

                        Revive mode. Quantum gateway can rebuild a defeated teammate's ACU.

                        1 Reply Last reply Reply Quote 2
                        • Frozen_byteF
                          Frozen_byte
                          last edited by

                          Make very unit able to shoot to ground/air from Transports (Percival Ghettos incoming)

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                          • C
                            Cyborg16
                            last edited by

                            T1 ACU can build T1 radar.

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                            • E
                              elhooo_oood
                              last edited by

                              Give T2/T3 Navy the ability to transport/build engies.

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                              • E
                                elhooo_oood
                                last edited by

                                Or Navy transports, like someone else suggested in the Suggestion thread.

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                                • Chenbro101C
                                  Chenbro101
                                  last edited by

                                  Rename the wailer to whaler. It gets harpoons to drag off sub's to your factory for reclaim.

                                  arma473A 1 Reply Last reply Reply Quote 2
                                  • TerminalT
                                    Terminal
                                    last edited by

                                    Chrono can stun air units again

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                                    • arma473A
                                      arma473 @Chenbro101
                                      last edited by arma473

                                      While a unit/building is being captured, it can't be control-Ked (or if that would be too powerful, don't allow it to be ctrl-ked after already has a certain percentage of capture. E.g. if the building is at least 50% captured, ctrl-k is disabled. so it's not impossible to ctrl-k it before it gets captured but the defending player has to move quickly and the ctrl-k frees up the engineer/ACU to move on to their next target sooner.)

                                      reclaiming a building won't prevent a volatile explosion IF the building's hp drops below -10% (so if it gets hit with a big weapon like a strat bomb or percival shot, it is likely to explode, but small weapons like mantis shots or beam weapons like novax won't do that). With beam weapons it might be easier to kill the engies first anyway.

                                      -10% would be: for a UEF t1 pgen, that has about 760 hp, so if it drops to -76 or below, it would still explode. for a UEF t3 pgen, 9000 hp, would need to do 900 "extra" damage beyond killing it, to force an explosion. Which is very doable with a percy or a strat bomber.

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                                      • D
                                        Defiant
                                        last edited by Defiant

                                        UEF T3 transport can pickup enemy ACU

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                                        • D
                                          Defiant
                                          last edited by

                                          Aeon ACU gets a hat propeller upgrade allowing it to jump a far distance. The modeling for this upgrade is essential.

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                                          • D
                                            Defiant
                                            last edited by

                                            Sera ACU is invisible when not moving, only the eyes can be seen.

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