I want mexes be on top of the priority because i don´t want a slowed down mex upgrade even if i go unter 100% mass efficency ( and empty storage ), right now i have to pause other mass consumers ( if there are any ) so the maxes can get more mass. Priority is investing mass to get more mass. I want be relaxed when i spend all my mass und go under 100% mass efficency. No worry mex upgrades gets slowed down ( can ofc. still be the case when you have not enought mass for upgrading).
Posts
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RE: Mass priority for upgrading mexes
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RE: Mass priority for upgrading mexes
My intention was to reduce actions/clicks and focus on mexes, not to make a detailed well crafted mass allocation system with a GUI panel who controls every aspect of the game economy

I thought about a dropdown button in the game settings menu. Players could just choose one priority they prefer or stay vanilla.
For me it would be enough to have mexes/vanilla option, this alone would reduce so much clicks. Factories and Engineers would be nice to have though.I have not mentioned other consumers like SML, SMD, TML ... because it´s enought to hit the common stuff.
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RE: Mass priority for upgrading mexes
"adding/reducing engineers and pausing" -> literally the hussle i ment.
It´s about reducing the hussle, not removing it totally. If you want prio mexes you don´t need to pause something else because mexes get mass first. If you want build units urgent ( but some mexes are upgrading at the same time ) you still have pause the upgrading mexes like always.
If you want prio mexes, you don´t need to pause anything ( less hussle ).
If you want prio something else, you still need to manually pause it.Now you could say "but I want factories be prio and get mass first".
I would prio the mexes by default because they are an invesment and the game ist build around them, they are not just some consumer.And this could be an option in the settings
Mass flow:
default [ x ]
prio mexes [ ]
prio factories [ ]
prio engineers [ ] -
Mass priority for upgrading mexes
Simple idea: Mass should flow to upgrading mexes first, then to everything else.
Right now, you start upgrading a mex, but then you might have too low mass income for some reason. You then have to select a factory (or whatever) to pause it. After the mex is finished, you have to go back to the factory to unpause it.
This would reduce the hassle of pausing and unpausing upgrades and construction sites.
That’s it, this is the whole suggestion!

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RE: Idea to generate revenue for the FAF project ( you will not like it )
@Ctrl-K i followed your advice and changed that sentense to not insult someone.
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RE: Idea to generate revenue for the FAF project ( you will not like it )
@IndexLibrorum
Ok, i will take a look at this Post.To be honest it´s not all about the faf financial situation, i would totally pay to not having ice maps with blue icons or always get the orange color, sometimes not in a mood for a navy map.
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RE: Idea to generate revenue for the FAF project ( you will not like it )
Ok, this line was just 4 fun added, don´t take it serious man.
I thought some money would help to improve the client, money will not help?
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Idea to generate revenue for the FAF project ( you will not like it )
My "crazy" idea to generate revenue for the FAF project:
The Team Match Maker (TMM) could introduce a premium feature allowing players to use real money to customize specific game options. In the lobby, players can still do whatever they want without needing premium; this feature would be exclusive to the TMM.
Players could set the fee themselves, which should only amount to a few euro cents.
Here are some possible options, though more ideas are welcome:
No-Share / Full-Share
Custom Map Generator settings
Favorite team color
Prebuilt units
"Decapitation" modPremium players could also choose to enforce vanilla settings, simply to support the FAF project or flaunt their financial dominance. Premium players might receive a premium icon or awards as a perk.
If there are multiple premium players in a match, the one who contributes the highest amount determines the settings and pays the fees. There could also be an option for a player to only participate if they are the sole premium player in the match.
I predict this idea will provoke outrage, but I'm posting it anyway.
This is about revenue and money, and small sacrifices from players are necessary to keep the project alive.FAF is a free project, and I don’t see a human right to play in the TMM for free.
If someone is adamant about playing with vanilla settings, they could load up premium currency to enforce those settings or host a lobby game. There’s also a high likelihood that no premium players will be present in a match, which would result in vanilla settings being used.Sorry for the players in countries with a criminal goverment, where these criminals started a bad thing and the whole country got cut off the international payment system and then the currency went down to hell. but the FAF project should not account for that. I assume and expect that 90% of players who would complain about such a premium feature would continue playing regardless.
This isn’t about making radical changes. A few prebuilt units here, a different team color there – the world won’t end.
At the end of the day, the better team always wins.
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RE: My faf PTSD story
@arma473 said in My faf PTSD story:
It breaks immersion to let someone play for 20 seconds but not longer
Who is controlling their army? A ghost? The ghost is being called up to heaven?
You never saw these ghost movies where the main character gets time to correct his failures? Let´s call it afterlife mode.
Crazy alternative idea:
gamespeed will be automaticaly reduced ( 30sec 20% gamespeed or something),
then everybody is equally annoyed. Com explosion caused a schockwave slowing down the time. -
RE: My faf PTSD story
Thank you, for your oppinion, i will think about the arguments.
Yes, this delay would be kind of weird, but the stress inhereting a base is real ( at least for me and others ). Then i have no another soultion too.
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RE: My faf PTSD story
Timer + the highest player gets still the base.
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RE: My faf PTSD story
@ftxcommando said in My faf PTSD story:
You just use your ACU as a mobile nuclear bomb to win pushes
Like you can win in 20 seconds a game after your com died.
This could be even less, depends on the game length and settings.For sure there would be adjustments needed. Maybe the game
needs to run at least 5 min or so.I´m talking about my suggestion, not supermacy.
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My faf PTSD story
I recently played another RTS game with commander robots.
The rules are there a little bit different, you can lose your com and keep playing until all
com units in your team are dead.After some minutes my mate lost his com "voice msg: Your team lost a commander" and i got a ugly "PTSD" feeling, then some seconds later i realise, my teammate can still keep playing, i don´t inherite his base, what a relief.
I just play faf for fun and a gg, this is my goal here. Inhereting a teambase was and is
my biggest stress factor in faf, destroying fun and giving me unwanted stress.The com system maybe fits faf, but in my opinion it´s a stress factor for ppl just wanting
a nice battle and fun.In tournaments ( or another competive situation ) i´m 100% in favor of the current system, but I don´t want make millions of $ as a faf pro gamer.
My idea -> after a player loses his com he can still keep play for some more seconds.
Could be like this:
20 sec. base + 1 sec for every minute game is running.The player who lost his com could do/finish a last move or prepare
his heritage. Inheriting player can mental prepare for the new task.If you like my idea or not, i just wanted share my "PTSD" story

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RE: Mex upgrade change
The argument of "invest now and get the benefit later" got me actually, i don´t even wanted
write anything anymore.The storage thing was more of a joke, should have make it more clear.
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RE: Mex upgrade change
@Black_Wriggler
Haha, you actually favors my idea even if you not intended to.
You right, storages is kind of a substep, i don´t even thought about this, but tanky ass hell and the opponent can see them.
All Gentlemen above should´t build mass storage around mex, because of all arguments they gave
or be at least in favor removing mass storage bonus.- You just sit in your base and do nothing exepct eco
- you can see your opponent goes eco
- opponent can better read your base
- mapcontrol not important anymore
- just be greedy and build storages
- you don´t need to careful consider upgrading to t3
Now i´m in favor to remove the adjecency bonus for mass storages haha.
edit:
My favorite counter argument is "you don´t need to careful consider upgrading",
thats the one argument i fully agree. -
RE: Mex upgrade change
You get it wrong, this would finetune the mex upgrades and flatten the peaks.
This would speed up the game a little bit, this is the only real change and not maybe wanted.Expl.
mass output t1 mex with 2/3 additinal substeps
0%-> 2 mass-> ~t1 HP
33% -> 3 mass-> t1 HP
66% -> 4.5 mass -> t1 HP
100% -> 6 mass -> t2 HP ( t2 reached )0% -> 6 mass -> t2 HP
33% -> 9 mass -> t2 HP
66 -> 13 mass -> t2 HP
100% -> 18 mass -> t3 HP ( t3 reached )When you start like 16 mex upgrading, you´r dead, beacause you have still to spent massiv mass/E without
any output.
Until you reache the first substep your opponent will have a monkeylord ready.Edit:
did a testgame, took 2:15 min to reach 33%, with a Econic Mass Rate of 21%.
And now that? i have +16 mass total and all of them are still vunurable.Actually this would be much worse in a real game, because i cheated some E generators.
Edit 2:
It seems you all dislike it, i would love to test it, but i don´t need such a feature desperate.
Mod would be waste of time when everybody don´t want it anyway. np -
RE: Mex upgrade change
Advantage:
Yor oppenent don´t know you are 90% readyDisadvantages:
- low t1 HP
- you don´t get the final income of a ready t2 mex, you miss the last step
- fiddling around and panic when some raid are incoming, or basic bomber attack
- losing single low HP mex will fu up
- you need mass savings to panic upgrade to fully t2
Yeah, you would total win this game.
The mass disadvantage would break your neck, not speeking about the enormous
stress. -
RE: Mex upgrade change
Not to mention it'd increase the difficulty a lot if it comes to reading enemy bases (if I upgrade all mexes to t2 but pause at 90%, either you look closely when scouting or you'd have literally no idea since they don't get gray'ed out) or the game in general.
At least this would be crazy to do, because mex would have still t1 HP until it reached t2.
Your mex would be in extrem danger for a little advantage, a little raid could cost you thousands of mass.Our oppenent would think "this dude has only t1 mex, must be all stopped at ~90%",
let send some bomber. -
Mex upgrade change
While upgrading mex they could gradually increase mass output in steps.
This would reduce stress on the player a little bit, you don´t have mass peaks
after an mex upgrade is done. A very little change, but maybe would be nice.What do you think?