@KaletheQuick said in Reclaim:
- add 'wreck' option to target priorities, so you can retreat and burn the Fields on your way out unless the foe prepared well for a counter attack.
This would be a pain to implement since wrecks don't have targeting bones. Would also suck to micromanage because sometimes you do want to kill wrecks and sometimes you don't.
-Would it be possible to start the game out, in the first 10 ticks let's say, where all units leave 81% of their mass in reclaim, but after that, some kind of reduction for land units or all units? That would ensure map balance stays the same even if it would create a weird situation of a titan wreck being worth more if it is pre-placed.
That'd be the goal, and I'm sure it's possible. The question is who's going to code that.
Add "better reclaim view" and "unit selection cost" to the base game of FAF so players are made more aware of reclaim.
Absolutely. Forgot to add that to my OP.
Instead of reducing reclaim by tier, determine the % reclaim left after a unit's death based on the ratio of energy cost to mass cost.
That's an interesting idea. It does naturally reduce the reclaim value of higher tier units. There are a few downsides however:
- It's virtually impossible for players to do that mental math in their head
- Determining reclaim amount by a strict mathematical ratio like that is quite inflexible. It's difficult to change if the balance team decides T1 units are too much and T3 units are too little mass, for example.
- That's a big change to the air game, especially strats. Strat rush is already an incredibly powerful strategy, but it has the downside of leaving a 1.7k wreck on the ensmy side. Reducing that would be a pretty big strat buff.