@stormlantern said in Developers Iteration III of 2023:
In my experience the idea of the exps being a mobile factory is very appealing to new players. Its a cool concept, but in practice completely useless as it is. Perhaps there is a way in order to make the feature actually viable. Perhaps by making the production of units free and lowering the build time?
You can now build while moving. That makes it a lot more viable.
@ninrai said in Developers Iteration III of 2023:
How is that a logical fallacy?
You wrote:
"The following units lose their mobile factory capabilities:
Megalith (Cybran Megabot)
CZAR (Aeon Experimental Carrier)"
What was the reason for this change? Frequency of usage? If so, what is the threshold value? Will Mantis lose the ability to assist? t2 Gunships ability to transport for rarely used? Would like to understand.
I am primarily puzzled that a change was mentioned without any reason given whatsoever iirc.
@azath0th said in Developers Iteration III of 2023:
@jip just by following your ideas we can remove half of units’ abilities because no one uses them every game…
Slippery slope
A slippery slope fallacy (SSF), in logic, critical thinking, political rhetoric, and caselaw, is a fallacious argument in which a party asserts that a relatively small first step leads to a chain of related events culminating in some significant (usually negative) effect.
@Azath0th wrote almost a text book example of the above. And you ( @Ninrai ) are pretty close to it too, why make all those weird examples? It is completely out of context, based on the assumption of someone else. You could've just asked me to elaborate and I would have, as I will do now too.
The mobile factory part of the Megalith and the CZAR are temporarily removed. You ( @Ninrai ) didn't quote the next sentence. Allow me to do that for you:
@jip said in Developers Iteration III of 2023:
We hope to include them in the future. At the moment they are not within reach to be finished any time soon.
There you go. They are removed because their implementations are unfinished. I'd like to give users one, common and expectable user experience. That means I want all mobile factories to work the same. I can already see the questions coming where people ask me why the Fatboy can build on the move but the CZAR can't. Will you be there to answer it for them?
In the past years that I've played FAF I've never seen a serious use of the mobile factory aspect of the Megalith or the CZAR. I'm also still waiting for the replays of @Azath0th where he shows that it is a critical balance change because without it, he would've lost a game.
Until then, I'm removing their mobile factory components for the sake of consistency towards the user.