Redesign of all HQ and support factories
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Great work!
Perhaps the current version and variant 2 are better gameplay wise because they allow to easier see whats beeing built.
Are there any changes that effect the hitbox size (relevant for shielding, TML etc)? -
I like your modded version.
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I'm assuming this is the Aeon HQ? In which case based on the screenshot I have a slight preference towards Var. 2
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@Yeager Thanks for your comment. The waypoints are not affected by the mod.
With the possible exception of the water factories. However, this area is small, as only the building area has been increased by 2 places.
At least I couldn't find any errors in the test.
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@Amygdala Thank you very much for your helpful comment. I haven't looked at the hitboxes in the mod yet. I'll do that

Since the Aeon Land Factory was the smallest of all the factories, the shields should cover it. But I'll check that and fix it if necessary.
Could you be more specific about which model you like better?
(FAF / Mod / Var.1 / Var. 2) -
Like maudlin, I think ver.2 is the best one when it comes to blending design with functionality.
Cuz while I prefer the way ver.1 looks like, I'm afraid that it might obscure to much from enemy player. So in the ultra rare case scenario where they have to choose to bomb the unit inside or not, it might obscure too much.And maybe, just maybe it would look better if the pilars in front would actually support one of the hanging "wings" on top of factory. But that's beside the point, as all versions are clear upgrade over current one.
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Wow, I didn't know that units that are under construction can be attacked. I hadn't considered that.
But wouldn't that affect all land factories?


The support function sounds like a good idea. However, I'm not sure how I could implement this visually. The columns are slightly further forward than the roof elements. I also think I read in an older post that the factory is too close to the UEF. And I'd like to avoid that ^^
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As mentioned by @amygdala , no hitbox was considered in this project. Based on the current assessment, I am uncertain whether I should adjust it. The hitboxes are very different and could be more of a focus for the balance team.
There are far too many images here for you to form an opinion.

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Ver. 1 and 2 are clearly an improvement. I can't choose between them, but clearly one of the two as both versions are better than the actual unit. Thanks for the great work.
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@nuggets
So you mean it like that?
Currently, air factories behave this way when an engine is being built.

Would this adjustment be okay for others as well?To make it look right, I would suggest that the unit can also drive diagonally out of the respective factory, which doesn't completely distort the look.
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I don't consider this to be an issue that needs fixing
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Hi, I think it's good that opinions and ideas about the project are being shared. I also appreciate the highlighting of problems that were not previously recognized as such. And this phase shows new possibilities or ways in which a potential problem can be solved.
In my view, an idea should always find its way into a discussion and not be immediately dismissed.
Of course, I accept all opinions. In turn, other opinions must also be accepted, or a compromise must be reached. That sounds very philosophical, but it expresses the core of what I want to achieve.
This is just a brief statement from my perspective

Here are a few opinions from the posts mentioned over the last few days. (These were also mentioned in another forum post, but I didn't want to overload that individual topic with them.)
@jip I also believe that all factions should definitely retain their diversity.
@e33144211332424 I think your ideas are good, but currently very difficult to implement.
@nuggets I wanted to test a small idea without making any modifications, but unfortunately the result is worse than the current option.
So I would keep the idea in mind in case a compromise is needed.
Here are three pictures of the test/idea:

But it was only a quick attempt, as my free time is currently taken up elsewhere.
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@Saver Anything helps imo, but the most annoying part is when the engie has to go to the top right (which is the case in every setons game as top rock

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@Saver Have the buildings arms rotate and "lift" the engineer off the platform? Or is that too weird of a solution?
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Great work. I personally can dig all of the redesigns you've made from a cosmetic perspective.
Something I personally like about the current factories that are in the game is that you can clearly see what is being built inside of the factories, which is very important from a game play perspective when a player is scouting enemy land factories, air factories, and naval factories too. The fact that the unit being built inside of the factory is easy to see and is recognizable, not being blocked by roofing or walls on the factory, I think is very important for the game. A piece of advice I would like to add is I would consider removing the pillars & roofing from the UEF land HQ factories as well as from the Aeon land HQ factory; or at a bare minimum make it no harder to see what is being built inside of the factory than what is currently in the game.
Anyways, great work! Glad to see it coming along.
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absolutely beautiful! outstanding job! well done.
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@IndexLibrorum Hi, the idea sounds good.
But unfortunately, I don't know how it could be implemented. I've only created a construction animation so far. For your suggestion, the crane would need to be able to swivel in every direction.
And I have no idea how to tell the factory whether to go left, right, or straight ahead.
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@GospelOfThomas39 Thank you, I'm glad to hear that.
Your suggestion is a good point and makes strategic sense. However, this fact affects almost all factories/factions.
The Cybrans, for example, obscure their units with the construction arms (even though I raised the arms slightly and spread them out).
With the Sera, it's more the construction animation of the individual unit.
At the UEF factory, the girders were slightly reduced in size and textured.
For the Aeon, I moved the front section forward a bit to allow for some visibility.
You also have to zoom in closer to see the unit.
To illustrate, here are a few pictures.
I had the units built to about 70% so you can better assess the situation.


I hope this answer can offer a new perspective on your suggestion.
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Quick update: I'm currently putting the project on hold while I try to learn GitHub. If I'm successful, you might see it ^^ Thanks again for all the great suggestions and contributions.
And for the consistently constructive suggestions.
Thanks again to everyone

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