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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Topics

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      Idea: A new game project that follows the ideas of Sup Com FA and FAF

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      cychwa_klaymbergC
      I agree. An idea is worthless, but the time of the people who put in the work to make it happen is. I'm making what's called a mod myself, with my own vision. Some people like it, some don't—that's their choice. But no one should rush into making mods based on someone else's ideas. The game is currently well-balanced, enjoyable, and doesn't have the problems you're trying to solve with your ideas. Also, you could simply make some minor changes or ask the Discord community for help, where they might be able to teach you how.
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      Idea: Dependence of unit efficiency on remaining durability.

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      FtXCommandoF
      Creates way more problems than it solves, the game doesn’t need even more snowbally combat
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      Idea: Extended veterancy

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      N
      @cychwa_klaymberg said: @Nuggets Unfortunately, I haven't used Discord for over a year due to blocking. Maybe you could upload this to Google Drive, for example? Sent as pm
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      Idea: Extractors T2 and T3 increase the capacity of attached storage facilities.

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      @IndexLibrorum said: Ideas such as these are best worked out as a mod. It is exceedingly unlikely any such changes will be made to the default game. I suspect I don't have much time left before FAF ends up on the "undesirables list"; the EA and Ubisoft launchers were recently "isolated." So I'll slowly lay out all my thoughts. If you like anything, I'll be happy.
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      Idea: Experience Fabricator.

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      There was little confidence that the balance team would agree to the integration in its original form. Perhaps some enthusiasts will like it, with the subsequent creation of a separate mod partially implementing the idea.
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      Idea: Advanced adjacency of six storages with one extractor. And extractor overload.

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      cychwa_klaymbergC
      As stated above, this will only speed up the transition to T3 because it is always more profitable to equip a mass extractor with storage facilities, even if, in your case, this will cost additional energy. This doesn't solve the problem of quickly transitioning to T3; in fact, it exacerbates it, because more mass means a faster transition to the really killer things and ignoring those units that quickly lose relevance. If you want to make the transition longer and make T1-T2 units last longer, you can create a mod to increase the transition time to T2 and T3, respectively. Besides, I play a modpack that implements this; it has a really long ramp-up to T3 and truly huge armies of T1 and T2 units. You can check out my thread.
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      Idea: Mechanics of dismantling one's own buildings upon the command "Reclaim".

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      Idea: Speed ​​up the initial deployment of the base.

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      Okay, I realized this isn't what I need. At least, it's not suitable for the main part of the sessions.