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Weekly Discussion #18 - Making Hydro more interesting

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  • Z Offline
    ZLO
    last edited by 28 Nov 2022, 14:53

    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 28 Nov 2022, 18:45

      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 28 Nov 2022, 19:41 Reply Quote 1
      • Z Offline
        Zeldafanboy @gabrilend
        last edited by 28 Nov 2022, 19:41

        @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 29 Nov 2022, 00:47

          @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 2 Dec 2022, 15:08

            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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            • C Offline
              Caliber
              last edited by Caliber 12 Sept 2022, 23:39 9 Dec 2022, 23:33

              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 10 Dec 2022, 22:24 Reply Quote 0
              • C Offline
                ComradeStryker @Caliber
                last edited by 10 Dec 2022, 22:24

                @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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                • C Offline
                  Caliber
                  last edited by 11 Dec 2022, 10:34

                  @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 11 Dec 2022, 22:24 Reply Quote 1
                  • C Offline
                    ComradeStryker @Caliber
                    last edited by 11 Dec 2022, 22:24

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

                    @ComradeStryker its not necessary to upgrade a unit for it to have a greater effect later on in the game

                    You make a good point - Labs are a great example of this... really good at raiding and, for a lack of a better word... less good later on during engagements baring ghettos and whatnot.


                    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

                    Perhaps this is true, but these things can already be seen in other mods. I believe there is a Black Ops mod that allows the Hydro to be upgradable. How long that took, I'm not sure, but it shows it is possible.


                    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

                    Greater adjacency in the late game would be quite an awesome idea, but wouldn't that make certain strategies even more powerful? IE: Rushing a strat? If its adjacency reduces a strat's cost by, your example, 45%, then it would make it so you wouldn't need as much energy income or energy storages to pull it off - Shortening the time it would take to launch it by a significant portion if you don't need to build another Pgen.

                    But... I guess that was one example. I'm sure it could be adjusted to better fit - If that's the case, than I'm all in for it, too.


                    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

                    Now, that would be interesting. It would make hydro's a strategic location to install a radar - Limiting the need for many radars everywhere.

                    Perhaps this could also be done with shields, as well. Adjacency increasing any stat from shield HP to regen or whatnot. Again, making a hydro's location quite the location to strategize.


                    ~ Stryker

                    ( ͡° ͜ʖ ͡°)

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                    • G Offline
                      gabrilend
                      last edited by 12 Dec 2022, 18:25

                      I like the idea of adding either utility or defensiveness to the hydro. I think it's a mistake to add additional throughput, because it reduces the choices made by the player - from "do I need defense, utility, or neither" to "do I have enough to upgrade this right now because I gotta do it eventually" and to me that seems like a false choice.

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