Re-factoring faction themes
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My point is Seraphim buildings should have regen, Cybran should have stealth/radar. Probably Cybran structures shouldnt have lower health than average, they should just have the same health as Aeon/Seraphim (and UEF should have more)
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monopoly on jamming read: 3 units with jamming with 2 having no utility due to it
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Obligatory something give another UEF jamming /memes
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@FtXCommando Frigate, Broadsword, and Sparky have jamming. IMO, T1/T2/T3 radars for UEF should also have jamming.
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Hm or the shield
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Just believe a jamming upgrade on the acu
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- Creates almost entirely irrelevant faction design assumptions out of thin air
- "Why does the game not conform to this?"
Nothing says "Aeon is the glass cannon faction" more like the Obsidian tank.
GPG clearly never cared about making a faction rely on one doctrine and neither should you. There is a reason for that and it is because it isn't fun or cool to need to do the same thing every game.
These sorts of faction themes would be very interesting and improve balance.
Why is it interesting? How does it improve balance? All they do is help conform the game to your arbitrary assumption of how the factions should play. FAF doesn't even agree on if those assumptions are accurate (they're not) let alone agree that changing things to suit them are inherently good (they're not)
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Biass take it for what it is but this is what the instruction manual in OG Supreme Commander claimed to be units themes
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Marketing material is not faction design
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Cybran were supposed to be about stealth, mobility, viciousness, and adaptability/multipurpose. It's why so many Cybran units have torpedoes or the t1/t3 anti-air can shoot the ground. Their original name was "Recyclers," where recycling is just another word for reclaiming. Zero sentimentality, just totally practical, often inspired by bugs whereas UEF is obviously inspired by modern US military.
Aeon were supposed to be severe, extreme single-minded zealots, fitting in with their "religious fanatic" background. Hence why their units often do exactly 1 thing really really well but are missing basic stuff, like frigates and destroyers not having anti-air. Oblivion turrets fire slowly but are devastating. Aeon doesn't worry about overkill.
These lofty ideas don't always show up in a pure way in the game. For example, the Monkeylord has lots of abilities (stealth, speed, torpedoes, anti-air) so it is a good example of an adaptable, bug-like unit. But also it's the cheapest big laser platform out of any faction. So you could consider it to be a "single-minded" single-purpose weapon consistent with the aeon theme.
Similarly, the Megalith has lots of HP compared to the Fatboy. And Bricks are extremely tanky. If we wanted to elevate faction themes over gameplay balance we could "fix" those things but then the game probably becomes unfun. I do think the game designers did a great job of giving personality to each faction.
The Czar really doesn't make sense as an aircraft carrier. If you could have a Czar that is 10k mass cheaper without the carrier abilities (build, store, and repair t1-t3 aircraft) you would almost ALWAYS take the stripped-down version. That's why the Czar should have the factory abilities removed. It's fine if it is a flying air staging but it shouldn't be able to make air units.