Good point, maybe points can be given for another factor like kill/loss ratio or something that isnt so direct?
@arma473 @Rowey @Jip thankyou guys for the help much appreciated.
@StormLantern we have been through this conversation several times in another thread, but yes i am aware that this is not a perfect fix all solution, however its better to try and fail than never to have tried at all.
@blackjaguar I like the idea of missions within FAF, I think it would be a valuable add on to the game, allowing new players to learn in a non competative environment, and just adding more playable content to the game.
100% agree with this need seperate ladder for map sizes
sometimes i dont want to sweat for 30-40 minutes on a 20x20 and just fancy a quick game for 10-15 mins
but you dont need a seperate rating system for each map size just an average rating over all, so if your really good at 5x5 but hate 20x20 it should even itself out and incentivize mixing it up a bit
Think of the mod as an appetizer before the full meal or a small stepping stone onto the bigger and better version, rather than an actual teaching aid.
The mod would allow players to focus more on combat and less on eco.
I personaly think that challenges similar to what @ThomasHiatt mentioned would be far better teaching tools than this mod but its something i am not capable of making.
Challenges would be an awsome idea if someone with the skill set (far beyond mine) was willing to put the time in, it could start off with some simple things like the fastest time to build 100 tanks or fastest time to claim every mex on a 40k map to funny things like who can best place a nuke on a moving target/acu from 20km away and to hard stuff like taking down a large heavily fortified base.
Challenges would be an awsome idea if someone with the skill set was willing to put the time in, it could start off with some simple things like the fastest time to build 100 tanks or fastest time to claim every mex on a 40k map to funny things like who can best place a nuke on a moving target/acu from 20km away and to hard stuff like taking down a large heavily fortified base.
Thanks guys, some great ideas.
To any one with modding experience, is it possible to change the mass cost of and entire tech level with a percentage mod or will i need to do it the hard way and change the unit bp of every unit individually?
There is a lot of salt coming from players that believe they did a better job in game than there teammates and therefore believe they will lose rating becouse of their teamates.
So my idea is to reward or punish player score based on a more individual basis.
lets say a player wins there slot and beats their mirror, but their team loses the game, that player would lose points even if they played really well and most of the time take this out on their team mates.
so why not reward that player individually lets say as an example, there will be -20 points for each member on the losing team but that one player would be given 10 points for defeating their mirror opponent and ten more points for most enemy mass killed ect so if a player does really well in game but still loses the team game they are not punished like their team mates who didnt do so well. they could actually still gain in points even if their team loses.
There could be other reward factors other than sniping acu's like best kill/loss ratio or something.
This i believe would minimize most salty chat in teamgames becouse that person cant blame others for their loss.
I have created a thread called FAF Lite, to discuss and ideas you may have for a mod designed to reduce the learning curve for new players, if you have any ideas please feel free to share, thankyou.
I am attempting to create a mod for FAF that is designed to reduce the complexity of the game for poeple who dont whant to play on a pro level and create a more relaxed style of gameplay. It may also serve as a better introduction to FAF for new players rather than throwing them in the deep end.
Seeing as a large number of players like maps such as astro and gap, it would seem most casual players prefer and easy play style.
The mod will remove game features like upgrading mex's and reclaim, reducing player apm allowing them to focus more on actual combat and strategies.
As it focuses on reducing the apm of the players it will allow a more even spread of player skill reducing the advantages that more skilled players have and give less skilled players a better chance of at least keeping up for longer.
changes so far
remove mass extractor upgrades and adjust mass cost of higher units
remove reclaim and wrecks/no more clicking on rocks and trees
remove power drain from mass extractor
remove fuel from aircraft
create warnings and tips such as mass bar full make more factories ect
increase starting storage of energy and mass
@biass thankyou for the response.
I have been playing around with my own mods for some time now and realised just how complicated things can get, i will attempt to create an "easy" eco mod for FAF with some subtle changes that aim to reduce the learning curve but it will take me some time and i will probably need some help with the more complicated parts.