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Weekly Discussion #18 - Making Hydro more interesting

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  • J Offline
    Jip
    last edited by Jip Nov 10, 2022, 9:40 AM Nov 10, 2022, 9:40 AM

    Another option is to create interesting enhancements for the hydrocarbon. One that gives you additional storage, but due to the hit points of the hydrocarbon it is less trivial to snipe. Or one that gives you radar coverage, but one that is free (as it tabs from the hydrocarbon plant). Or an enhancement* that boosts the e production from 100 to 300.

    These do not match the criteria without making them any more powerful in early game build orders., but it would be refreshing for the meta and how people approach the game.

    A work of art is never finished, merely abandoned

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    • F Offline
      FtXCommando
      last edited by Nov 10, 2022, 9:51 AM

      Statboosting a hydro won’t do anything for a meta except speed up scaling on every map (which I imagine most people probably already think is too fast than too slow). If it didn’t speed it up, you just wouldn’t use it. It wont require that much time for everyone to figure out at what period it is optimal to make and it will always be optimal at that game point.

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      • J Offline
        Jip
        last edited by Nov 10, 2022, 10:45 AM

        Besides speeding up scaling, you can also provide a safer alternative. You could keep the cost / benefit ratio the same, but unlike tech 1 pgens or storages the hydro takes more than 2 or 3 bombers to destroy. It also has no volatile effect when it is destroyed.

        A work of art is never finished, merely abandoned

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        • F Offline
          FtXCommando
          last edited by Nov 10, 2022, 5:33 PM

          Keeping the cost/benefit ratio the same doesn’t say much since hydro is currently more efficient than anything that isn’t a t3 pgen. I would also put discouraging aggression as a negative not a positive in the form FAF currently is in.

          M 1 Reply Last reply Nov 10, 2022, 8:30 PM Reply Quote 0
          • M Offline
            maudlin27 @FtXCommando
            last edited by Nov 10, 2022, 8:30 PM

            @ftxcommando If hydros are more worthwhile at the T2+ stages of the game it could encourage aggression by having players fight for hydro spots on the map similar to mexes (although this assumes more maps are created with hydros in places other than the start point)

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            • F Offline
              FtXCommando
              last edited by Nov 10, 2022, 9:24 PM

              Basically all maps with hydros in contested areas already have mexes there as well. Only decent map off hand where that isn’t true is hardshield oasis. Getting a hydro is still pretty significant even when you’re on t2 pgens, it’s only t3 pgen stage where it doesn’t matter.

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              • D Offline
                Dragun101
                last edited by Nov 11, 2022, 1:49 AM

                What if guys food for thought:
                We may T3 Hydros avaliable as upgrade to options once you have a T3 HQ

                I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                Project Head and current Owner/Manager of SCTA Project

                ? 1 Reply Last reply Nov 11, 2022, 11:53 AM Reply Quote 0
                • N Offline
                  Nex
                  last edited by Nov 11, 2022, 10:47 AM

                  Hydros could also have different upgrades granting you a global buff, while you control the hydro.
                  For example all your radars are larger etc.
                  So the Hydro would be contested lategame, for the big stat bonuses, which are not as valuable in the early game.
                  And without eco bonuses this wouldn't speed up eco scaling either.

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                  • ? Offline
                    A Former User @Dragun101
                    last edited by Nov 11, 2022, 11:53 AM

                    @dragun101 Just make T3 hydros, but leave T1 hydros unupgradeble to T3.

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                    • W Offline
                      waffelzNoob
                      last edited by Nov 11, 2022, 2:34 PM

                      boost t3 artillery fire rate by 100% when adjacent to a hydro

                      frick snoops!

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                      • T Offline
                        TankenAbard
                        last edited by Nov 25, 2022, 8:55 PM

                        Give a T1 hydro the same fire rate boost that a T3 power generator would give to T2 and T3 artillery. This might make placement more predictable though.

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                        • C Offline
                          ComradeStryker
                          last edited by Nov 27, 2022, 6:10 AM

                          If Hydros somehow managed to be useable past the T1 stage, that would be neat.

                          Blacks Ops mod(s) has an upgradable variant which are nice, to be honest.

                          What would be cool though it's Hydros granting structures buffs to some random stats or group of stats. Like, perhaps next to a shield to increase Regen rate, increase HP, shield size, etc. Any stat.

                          I heard Jip mention something like that before with an Energy Storage adjecency on a different post. Seemed like a pretty awesome idea.

                          Something more to add some more complexity to some structures that aren't quite that interesting.


                          ~Stryker

                          ( ͡° ͜ʖ ͡°)

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                          • Z Offline
                            ZLO
                            last edited by Nov 28, 2022, 2:53 PM

                            need to add some sort of meaningful choice. like have 2-3 types of hydro or 2-3 upgraides from witch you can only choose one.
                            maybe can add have Combat upgrade that adds HP and some PD on it, intel upgraide that adds cheaper radar with t2 radar-ish range, and maybe eco upgraide that adds adjacency but makes hydro explode.
                            with this choice of upgraides it might even make sense to not upgraide at all so that is like 4 choices

                            TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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                            • G Offline
                              gabrilend
                              last edited by Nov 28, 2022, 6:45 PM

                              Give it an upgrade that adds 4 t1 AA turrets (one on each corner) and a shield generator that costs ~100 energy. Also give it +100 energy production and the equivalent of 4 energy storages. Basically an upgrade that makes it immune to t1 bombers and gives your com enough energy storage to overcharge anything.

                              Z 1 Reply Last reply Nov 28, 2022, 7:41 PM Reply Quote 1
                              • Z Offline
                                Zeldafanboy @gabrilend
                                last edited by Nov 28, 2022, 7:41 PM

                                @gabrilend

                                This except you can only choose one of these three benefits.

                                put the xbox units in the game pls u_u

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                                • C Offline
                                  ComradeStryker
                                  last edited by Nov 29, 2022, 12:47 AM

                                  @ZLO
                                  Hydros offering E-storage sounds like a neat idea...
                                  Though it'll have to be a minimal amount otherwise there won't be a use for building E-Storage very early on to Overcharge or whatnot. Otherwise every map with a hydro would give the ACU OC capability immediately.


                                  ~ Stryker

                                  ( ͡° ͜ʖ ͡°)

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                                  • N Offline
                                    Nooby
                                    last edited by Dec 2, 2022, 3:08 PM

                                    The use of a hydro in the late T2 stage to rest of game is in its ajacency. Building your T2 air factories / shield / nuke / nuke defence / radar near it is absolutley worth it, as you cant use the space for anything else and its not explosive

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                                    • CaliberC Offline
                                      Caliber
                                      last edited by Caliber Dec 9, 2022, 11:39 PM Dec 9, 2022, 11:33 PM

                                      how about a small build speed bonus for adjacent factories

                                      could also increase death explosion damage enough to kill those adjacent factories

                                      or maybe just to make it a more unique unit regardless of death damage of the hydro it should kill all adjacent factories regardless of hp as they are joined for the bonus

                                      risk vs reward

                                      C 1 Reply Last reply Dec 10, 2022, 10:24 PM Reply Quote 0
                                      • C Offline
                                        ComradeStryker @Caliber
                                        last edited by Dec 10, 2022, 10:24 PM

                                        @caliber said in Weekly Discussion #18 - Making Hydro more interesting:

                                        it should kill all adjacent factories regardless of hp as they are joined for the bonus

                                        If that's the case, then why would anyone ever use the adjacency? T1 Pgens would become a far better option.


                                        how about a small build speed bonus for adjacent factories

                                        Now that's actually a pretty neat idea. Though, one concern is that it would alter your resource management if it increases the adjacent factory's build speed by building units too quickly.


                                        But I think the overall problem would remain, regardless...
                                        The Hydro is still... useless at the T3 stage. Still useful during T2 but not as much.

                                        So, in that case, I would still say that the hydro should be upgradable.


                                        ~ Stryker

                                        ( ͡° ͜ʖ ͡°)

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                                        • CaliberC Offline
                                          Caliber
                                          last edited by Dec 11, 2022, 10:34 AM

                                          @ComradeStryker its not necessary to upgrade a unit for it to have a greater effect later on in the game
                                          also greating that upgrade feature i think would take a lot of work for the devs, this would also require adding extra units to the game which the community has previously expressed is unwanted

                                          it is possible to just apply greater adjacency buff via tech level

                                          25% for tech 1
                                          35% for tech 2
                                          45% for tech 3
                                          ect

                                          keeping it relevant for later game

                                          i also like what @Nex said about buffing radars too, making it advantagous to have a farward hydro with a radar adjacent
                                          hydro-radar buffs could be -50% energy run cost and +50% range

                                          C 1 Reply Last reply Dec 11, 2022, 10:24 PM Reply Quote 1
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