@jip oh darn. still awesome to see! lots of people seem to like it as well. good work!
Posts made by KaletheQuick
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RE: Developers patch 3745 - 3748
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RE: Developers patch 3745 - 3748
This recall feature is outstanding!
We can live to fight another day!Would it possibly have any effect on ranking changes? Nothing big, but the equation evaluates it as if your ranks were closer if you recall instead of die.
This could incentivise people to not stay in a losing battle of attrition forever, or toy with people who don't know they are defeated.
Knowing that it's time to retreat is a good commander quality, and this is kinda diagetically like that.
Perhaps in ranked games there is a signal the enemy is retreating, and it takes a moment to charge.
Anyway, love the feature!
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RE: T1 bombers are too good at hunting down expanding engineers
Would resolving the problem from a different direction be possible? Like making it less detrimental to lose an early expanding engineer. If I were making a map with this in mind putting the initial expansion mexes closer together, with the assumption the expanding engineers are more likely to complete a mex before detonating.
Other ideas:
Cheaper T1 radar, with a boost to power consumption. Or perhaps radar installations can do an early warning 'pulse' that doubles their range and costs 5k power, for a moment. Just enough to see if there are aircraft.
Civilian AA turrets about the map to make running the bomber a tiny bit more complex than a b-line.
Tweaking it so an aeon engineer can dodge, start building an AA gun, then sacrifice itself to completion before the bomber comes back around -
RE: Sim mod request: reloading fighterbombers
Experimenting is good. And I have wanted to try something like this. Tying it to fuel makes sense, piggybacking it on a mechanic already there, and highlighting an underused thing (air staging)
Perhaps to boost the bombers without it being a huge boost to snipes, buffing AOE in lieu of damage would suffice. Could do it to gunships too. Making them nice strike aircraft.
You need to get them in, have them spread their attacks out, and have them pull away so they still have their fueled up speed to escape.
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RE: Energy Storage adjacency
Adjacency was a super cool idea.. but it's generation bonus is so paltry.
I really like the t1 pgens around artillery thing, the rate of fire bonus. I believe that works because each factions artillery is a similar rate of fire. Perhaps expanding on that?
Pgen ++ ROF
Pstore ++ range
Mass gen ++ damage
Mstore ++ AOEPerhaps mass storage gives everything a rate of fire boost, but causes it to cost energy to fire too, so the storage has a dual use?
Build power bonuses to adjoined factories?
Maybe if we buff these have them chain and share damage like shield overflow.
T1 radar adjacency boo
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RE: Can we fix harbingers?
@Jip off the top of your head, do you think this could be solved by giving them a toggle button for their engineering capabilities? Like how movement for the Salem was solved.
Perhaps a little depth could be added by having the toggle just be the shields. They can't engineer while shields are up, but maybe boost them to 10 build power, just under t2.
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RE: Shouldn't T1 Torpedo Launchers have some advantage over T2?
Perhaps buffing the torpedo launchers could work.
I propose for consideration:- They have range and damage buff.
- Salvo size nerf (buff to effectiveness of anti-torp)
- Magazine and ammunition build requirements. magazine size and torp cost a good variable to tweak for balance. Underwater TML esque.
- reduce build time/cost (offset costs to ammunition)
Why I think this will make games more interesting:
Assuming the naval defenses are viable, they could hold off a fleet, but on a timer. Defenders get a few options, put mass in naval factories, or let the torp launchers spend mass to make more torpedoes. Maybe put some engineers on the front to assist in torpedo production speed or build more launchers.The attacker has some options as well. Bringing in longer range bombardment, missiles or something, to try and wear down the defenses. Or rush and try to wear down the defenses. Send in a couple frigates to trick the launchers into firing, forcing the defender to toggle them on and off shoot.
The defender also gets some counter-intel options as well. Building a bunch of cheap launchers but not having them build torpedos, essentially bluffing the defenses. Attacker would have to weigh that as well.
So I guess make them viable defensively, and good, but not in a sustained engagement. might be able to catch people off guard and shred a fleet.
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RE: Can we fix harbingers?
You guys just don't understand Aeon. It's not about killing the enemy commander. The Princess can only be appeased by stealing trees.
TREES FOR THE TREE GOD!
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RE: Shift-loading units into transports
@jip On the "initial ferry transport dying" problem: Perhaps making it so the transport can build or special ability spawn the invisible and intangible ferry controller beacon? You then select the beacon and set up your route like normal, and have transports assist it.
Possible?As for loading whole fleets of transports, some variant of the ferry command seems like it would work. Using the same behavior that sends all the units to an appropriate transport, but then the transport just hangs out instead of ferrying.
Transports are my favorite part of the game. Making them more useful and viable would be the best.
I used to play the game SOLELY by setting a patrol route from a factory, having transports assist the factory, then moving the patrol route to attack places or retreat. Obviously not PVP viable, but it really makes you feel like a general! And the idea of 'platoons' that automatically get reinforcements is awesome.
I would also like a "wait" command that I can issue that just does nothing and everything waits, so I can cue up their overly complex flightplans and attack patterns, then cancel the wait command so everyone goes at once.
Oh, and orders contingent on other orders. Actually if the whole order system could be touring-complete that would be great.
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RE: The Problems With The UEF - Part 3 (The Parashield)
Semi-unrelated shield question.
Is it possible to have shields in shapes other than a bubble? Like would a forward facing rectangle shield be possible?
Also, could we arm the parashield? Perhaps that would boost it's utility? Or making it deploy and be more efficient when not moving? -
RE: Gauging interest for new gamemode (Full Share-lite)
@uveso said in Gauging interest for new gamemode (Full Share-lite):
@kalethequick said in Gauging interest for new gamemode (Full Share-lite):
We must ask ourselves, would this "Regicide" mode be better than the 'traitors' share on death option?
I have created the traitor share option.
It is intended for games against multiple AIs. With every destroyed AI Com you get the AI army as a reinforcement.But it sounds like you find it useless ?!?
Could you explain me, why ?You are incorrect good sir, I find it "awesome" and "badass"
I use it occasionally and it's always a blast!And I this regicide option would be an option on par with it. No reason to not expand the options available.
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RE: WD #3 - Ridiculous Balance Ideas
@deribus I actually tried setting the Fervor to direct fire. It's Insanely OP.
Otherwise, ignoring the rules I have ideas for navy
- Torpedoes are universally ammunition style weapons, having a use or autouse toggle like overcharge. Torpedoes now do tons of damage, no homing, and have a cool splash effect when they hit something.
- Subs now have a silent/deep running modes and auto stealth when not moving (like selen auto cloak, but no power draw). Silent running mode cuts movement speed, but preserves sealth. Cyb moves fastest. UEF have low hp and huge deck gun damage (surface and attack ambush style). T1 subs retain late game usefulness by being able to reclaim seafloor mass.
- Ships can 'repair mode' or disable drive and weapons to regen faster. Or 'mothball' state that generates a tiny amount of mass and power.
- "Fleet Tender" class ships with regen or repair bonuses. Can also assist torpedo production. Perhaps cybran is submersible?
- Larger ships are broken down and modularized like ACU/sACU. Example-battleships, with gun enhancement, shields, speed upgrades, HP upgrades.
- Aircraft carriers made to actually carry aircraft. Their three module slots each have an aircraft type that can be selected. ASF, Bomb, Torp. Building it generates a squad of drones that dock at the ship, and go out and attack targets in it's radar range.
- Aeon Frigate increased in effectiveness. Easily beats any other frigate. Barely loses 2v1. Cost/build adjusted to compensate.
- Cybran corvette exists and given kamikaze 'ram' ability.
- Naval veterancy increases range slightly, as to assure higher vet ships get the first shot advantage (seems like something a better trained crew would be able to do)
- Homeworld games imported in their entirety. Vagyr and Higarian campaigns set in space. Entire engine overhauled.
- Execs at Sqweenix assassinated with orbital laser. SC IP purchased by nonprofit FAF association. Supcom 3 confirmed.
- Supcom now an olympic sport.
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RE: Gauging interest for new gamemode (Full Share-lite)
We must ask ourselves, would this "Regicide" mode be better than the 'traitors' share on death option?
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RE: UI Revolution Project
What is going on with the Specific Target Priorities? I have been tinkering with the mod and am interested in knowing what is going on there.
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RE: Let's talking about HARMS
@ftxcommando
Pro Gamer Move:
Shoot down a satellite with a tempest, diving the ship mid firing sequence to shoot up.
"It's Balanced" -
RE: Cringe Tournament
When they say "Unexplored" do they mean like, for reals?
Like this: www.eastereggproductions.com/thomas/supcom_unexplored.jpg
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RE: Naval Transports
If I recall, a lot of people tried to mod this and ground transports in when the game launched. No one ever got it working.
I don't know why, and of course I love the "d-day" landing cinematic thoughts, but with the game popping in a few engies and building factories under the artillery coverage of your navy on the shore, is how that kind of thing is done here, and that's fine. If the game was more set up so you produced units centrally, then had to get them to the fight, a logistics game like Creeper World 3/4, then such transports make a lot of sense.
I try to make my units centrally a lot, using air transport assists or ferry points to get them from my centralized production to the front lines, and it's tough to get working, and easily shut down by competent enemy air. I'd love more transports. But in the end the game is set up for you to make factories near the front.
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RE: Let's talking about HARMS
@arma473 I believe this was tried for a patch. And for a few different varieties of submerged unit.
Other balance ideas:
~ Make it's salvo size smaller. So anti-torpedo is more effective.
~ Make it take mass to shoot, maybe even manual fire or a limited magazine. Like a torpedo TML. So it's effectiveness is partly because of supporting engis reloading it.I like the idea of HARMs, but find them very annoying to counter. Though I must admit that is because I play Dual Gap a lot, and that has essentially the perfect naval funnel there. On other more open maps it is probably less annoying, as it's harder to mass AA around each one.