Weekly Discussion #18 - Making Hydro more interesting
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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.
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This except you can only choose one of these three benefits.
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@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
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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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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
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@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
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@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 unwantedit is possible to just apply greater adjacency buff via tech level
25% for tech 1
35% for tech 2
45% for tech 3
ectkeeping 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 -
@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
ectkeeping 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% rangeNow, 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
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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.