Attention Aeon Commanders!
This memorandum summarizes the newest addition to our quantum compatible unit database:
The Shaman mk 1
The shaman is a bot that amplifies the power of shields in it's radius. Utilizing mass vapor recombination, regeneration of shields in proximity is increased 1.5x, and advanced pulse ignition removes the delay in regeneration. Though they are expensive, they are a true force multiplier.
Shaman are right at home in any advanced unit composition, enhancing sortie durability.
With widespread deployment of our superior shield technology, the Shaman can also extend the operational life of more primitive forces already fielded, immediately boosting combat effectiveness with a single deployment.
GLORY TO THE PRINCESS
LONG MAY SHE REIGN
~END OF MEMO~
Unit is available on the vault in the mod "KtQ Unit Shaman"
I had wanted to do more, but it was just not in the cards... or allotted time. Apparently there wasn't a shield regen buff built in, so that took a lot of my umph. I had also wanted to give it a chrono-damper suicide option (that costs power), since we so rarely see that ability.
I am aware of the rule, and It was a joke in regards to that rule. I am indeed a chronic 800. However I would still 1v1 him. I would also not throw the game. From what I understand that would not be a problem, if we genuinely battled.
I love navy, and have always thought it was a bit underdeveloped in this game. I have been studying naval history for game development reasons for another project, but as for games I don't see a lot out there similar enough to FAF to really get a good metric for what people find fun. I really like the macro aspect of SC, that's what brought me to it, and others above have mentioned not just random micro but micro that's actually fun and has a use. One quote I like for game dev is "A game is a series of meaningful decisions" from Sid Meier. So how do we add options to the t3 navy that let the player make meaningful decisions, and if they have the APM, boost their fleet effectiveness?
We could add toggle-able abilities. I'm unsure what would be viable, but toggling your big ships from direct fire to plunging fire, or a tight vs wide spread, seems like it would be useful. Something like an overcharge could be done too. A hard hitting shot that costs energy or mass, with a cooldown, etc. And the right click 'auto use' feature. Perhaps it can do HP damage to the ship per use or something?
I think every ship should start with HP regen. Ships have damage control and I think for big ships this could be expanded upon. A fast repair mode, (or an ACU style upgrade that only repairs HP damage), that disables the ships guns and movement, and makes it extra vulnerable to torpedoes (IE, adding late game raiding targets for subs). Could be interesting. I think this would pair well with expanding on battleship veterancy. Adding other benefits through the ranks to incentivize keeping your capital ships alive, and tending to them.
If I can find time I will try to mod this in to test it.
@bigbadgaz How do you know they are smurfing? Like, what's the due process here?
I prefer full share. It just makes sense to me, everything self destructing when you leave seems kinda weird. Yeah in team games it makes sniping a bit less important but sniping all the coms is still the goal. It's more like they have a number of lives, and can be given APM disadvantages as they lose them. Though I usually try to stick around if I die in a team game and mark important structures on the map (nuke, anti, com).
I do feel like it is how FtX said, sniping one guy with a bit of coordination seems to too easily turn into just a roll of the enemy team.
There was a big discussion above about APM and manual reclaim and why people play FAF vs other RTS or some shit. I'm not gonna quote the whole thing but I'm going to add my thoughts to the fire.
I'm not exactly sure why manual reclaim is held in such high esteem. I understand the role of reclaim in the game, but I do remember being told that making a UI mod that would auto que up reclaim orders is a banable offense. That might have been joking but it still shows some defensive nature on the topic. I for one would love an order that was just "reclaim everything in range" but apparently that for some reason is bad?
From what I have been able to gather from this thread and some other places, this is a concept that hits skill level groups differently. The early game start "mass small rock" reclaim isn't actually /that/ important, to 1500s, but to 2000s the skill is so high that the 1% economic boost it gives you might be the edge on the other guy. Where in a game of 500s it's going to be a few minutes before a factory gets built so it's meaningless.
The other point seems to be one of activity. In that if you have queued up all your important orders, and thus have spare APM, there is a place to spend it that gives you a marginal boost. This is an interesting concept and something that could be expanded.
Am I correct in trying to understand this problem? I am just an 800 rank player, but I am also an aspiring game dev, so help me understand this bit deeper.
And on the target priority thing: I do love it. The whole draw to supcom for me was that it was the first actual real time STRATEGY game I played (earlier titles just feeling more tactical in scale). And telling platoons what types of things to attack just feels like a strategic decision. TBH I wish it was expanded, so I could reorder the priority entirely. PD/mex/pgens/facs/AA in that order, or something. Then saving and applying presets.
And for a dumb idea make Aircraft carriers useful.
Give them com/support style upgrade slots, and each slot is a wing of planes that gets auto rebuilt and stays within some range of the carrier (perhaps a toggle for range categories).
You all heard him, I won! I made the cutest one!
This is all amazing! It was great fun, even if I did hop in at the last second. I hope to maybe polish it up now that the competition is done.
You are correct, it is a kitbash of the harbinger. The petals on the legs are just the harbinger shield generator head texture on a new shape and rebound to the feet. And the turret head was replaced with a bacteriophage stem.
The petals were meant to look a bit like the petals on Aeon shields, but more so that it can hide when it's scared
(Or in a transport)
The radar range is the aura range. The buff is refreshed/checked every 5 seconds, just like the regen aura on the Sera com, so things just leaving it will be buffed for a moment.
Sorry it didn't work, thank you for checking it out though
Ok, but whatever happens on april fools day set it to the 'traitors' option and tell no one.
Just mod it back to how you like it and host games.
@Krapougnak How are you testing? Did you leave any UI mods on? I just double checked after disabling all my UI mods.
And to reiterate, the displayed regeneration rate will stay at it's default, so to see it working you will need to damage the shield and watch it's regeneration.
A quick video of my test. The radar range on the shaman is the buff radius.
@majortrouble Because it's really different from supremacy. I see how they are vaguely similar, but needing to kill 2-6 irreplaceable units is just not the same as needing to kill every engineer, factory, or SACU. Those are replaceable, so I would say it's quite different.
There are other options as well. I have wanted to try some traitors games, and Civilian Desertion could be cool if mass capturing units was easier.
But full share seems fine. It seems like it makes the team as a whole more robust, but there is still this critical irreplaceable resource that needs to be protected and can go down at any moment.
Option 2 seems workable.
Though as FtXCommando mentioned, the impact of veterancy on gameplay in general is so small. A whole force of veterans will beat an equal force of recruits, but TBH that feels like it. That is outside the topic here though.
@krishna Probably because you are using a low power laptop CPU from 7 years ago.
Honestly if we could find a way to set terrain height from the lobby options menu that would be awesome. No cliffs, raggid cliffs, short, tall, etc. Options are where it's at.
Oh! I had done lots of tests to see which arty got through shields the fastest. I thought aeon won because of their DOT effect stopping shield regen for longer. Super interesting!
@big-bennis-magic Heh, shards are a joke. lol.
@big-bennis-magic If I get a mod working I'll PM you for testing.
The big point is to do it without adding assets to the game and such. I remember having fun with some of the black ops ships back in the day.
So what I am seeing here is we want a new Astro that has in lobby drop down menu options for the various mex styles, and reclaim being on or off?