RAS SCU's cant move, shoot or build while producing mass / energy (some kind of button to toggle)
WD #3 - Ridiculous Balance Ideas
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.
- Remove Mass Storage from the game & add small amounts of storage to most units like mass extractors & factories.
- Make Hover Units move slower on land and make them faster on water.
- Make T3 Artillery more Tactical so it's not the absolute strategy on 20x20 Late Game
- Make Shared Army the standard for every game, 1 Commander everyone else is support commanders
- Remove Reclaim
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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.
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.
Aeon ACU gets a hat propeller upgrade allowing it to jump a far distance. The modeling for this upgrade is essential.
Cybran laser doubles in range and damage every second, with the penalty it causes increasing overheat damage to itself.
Double all transporters capacity.
Double t2 transport health.
Make t1 and t2 ships transportable
Units can survive transport crash (but take damage)
Fast moving tender ships/subs that can repair and reclaim
All factions get commander leg upgrade options:
- Straight armour upgrade
- 'Overcharge' legs to move faster temporarily
- Blink ability for short range teleport for energy cost
- err... knee based SAM launchers?