• Veterancy shown as unit size GROWTH

    7
    0 Votes
    7 Posts
    466 Views
    ?
    I'd rather remove veterancy.
  • Team notifications for tele and enders

    5
    0 Votes
    5 Posts
    246 Views
    angelofd347hA
    AFAIK The notifications you turn on/off are for you. Teammates turning them on does nothing to notify you.
  • Implement the Mole's Deploy Function

    7
    6 Votes
    7 Posts
    486 Views
    T
    Will look into it
  • Never repair ACU

    8
    3 Votes
    8 Posts
    471 Views
    ZLOZ
    repairing anything often is not viable to do because you can't repair moving units and engineers are slow, fragile, block units, block each other and repair discount is only 25% so if you want to repair unit from 0% hp to 100% you will spend 75% of mass and 75% of power but if you reclaim the unit you will get 81% mass so you rebuild it using 19% mass and 100% energy
  • Default action on civ structures to reclaim

    1
    1 Votes
    1 Posts
    120 Views
    No one has replied
  • This topic is deleted!

    1
    0 Votes
    1 Posts
    2 Views
    No one has replied
  • 15x15 Maps for Mapgen

    26
    1 Votes
    26 Posts
    1k Views
    S
    Not with the current version of the map generator
  • Why can riptides be hit with torps?

    riptide
    16
    0 Votes
    16 Posts
    627 Views
    ResistanceR
    any hover can get hit with torps if it drops on top of it ( tho it isn't the projectile that hits the unit which causes damage, just some random bug and the damage comes from the downside of the unit)
  • 0 Votes
    8 Posts
    526 Views
    N
    @deletethis no from the launcher, before joining the lobby
  • 4 Votes
    10 Posts
    360 Views
    Brutus5000B
    I started working on it a while ago but lacked some input on legal license texts and eventually paused https://github.com/FAForever/db/pull/297
  • Saving settings on the server

    3
    1 Votes
    3 Posts
    213 Views
    E
    Back up your game prefs file and mods folder. On a brand new copy of windows I can install steam, supcom fa, faf, and have all my game settings + mods in 10 minutes. And I have a ton of settings and 9 or 10 UI mods I’m using. Granted my internet connection is also very fast so that makes the sub 10 minutes for everything possible. Never bothered backing up client settings because it takes practically no time to set that up, there aren’t a lot of settings there
  • Enable allies see veteranicy and mass killed of ally units

    18
    5 Votes
    18 Posts
    824 Views
    K
    @snagglefox said in Enable allies see veteranicy and mass killed of ally units: I would imagine adding such a feature would also open up another vector for cheats as well, I.E intercepting the information so you can see your enemies' SMD load count. So I'd keep that in mind too. That information is already on your client. With Supcom, you can not prevent vision / information cheats, like at all. And im pretty sure this is the case for every deterministic strategy game.
  • Add mapgen-only TMM queue(s)

    6
    0 Votes
    6 Posts
    343 Views
    FtXCommandoF
    No map gen only queue for the same reason we don’t have a sentons queue, dual gap queue, ur mom queue, etc Plenty of more interesting gameplay divergences to use queues for than the 5th flavor of monkey push map.
  • Naval Transports

    31
    3 Votes
    31 Posts
    2k Views
    C
    The Naval Transports, which can be seen on the Screenshots above are part of my Mod: FBP New Techs. The Mod itself is still in development but it is available on my Github Repository as an Early Access. I already know that Naval Transports are not really supported by the Game itself. There are a few Issues which makes them a little bit tricky to made. For Example if you want to unload your Landunits from these Naval Transports. It can happen that a few Units will be located below the Land / Ground Layer of the Map and will be destroyed. It is not perfect at all, but overall these Naval Transports exist. Even the Landtransport from Brewlan has this Issue sometimes and is still a really cool useful Unit But for the Issue itself there is no way to fix this as far as I know. I have several other Concepts in my archives for Naval, Hover or Landunits, which I want to try out in the future. Maybe these ones will work better in general. But since my main Development Progress is currently focused on FBP Orbital (a new upcoming Space related Mod with Spaceships, Spacestations and more) these Naval Transports are the only ones. Of course Air Transports are very useful in several aspects of the Game. But even in Real life there are many other Variations of Transports. The main reason why I have add Naval Transports is to add more Variety to the Game. Basically Air and Naval Transports have thier own Advantages and Disadvantages and are useful on different Situations. The next point was the topic of the addition of Naval Transports into the Game is old and starts after the Release of Supreme Commander. And the last thing is why not it is still the decision of the player to use them or not.
  • Unrank Button

    3
    1 Votes
    3 Posts
    178 Views
    JipJ
    For the first few minutes the game should be unranked too.
  • Manual Reclaim with just one click

    7
    0 Votes
    7 Posts
    610 Views
    M
    I make a point to just press the hotkey again which goes back to regular mode. Takes a bit to get use to, but does work.
  • It's not a wiki if people can't edit it

    20
    0 Votes
    20 Posts
    1k Views
    FtXCommandoF
    Don’t most wikis work because they have some highly motivated guys to keep stuff accurate and organized? Most games with successful wikis are huge franchises that have the userbase to rely on that popularity. Reminds me of the Elder Scrolls wiki (there are two) and the more casual fanbase ran one had some headcanon stuff that was kept in for years on the wiki that eventually was taken at face value by the casual viewers. It was the classic feedback loop where people assume that since it’s on the wiki it must be true. This solution seems more of a stopgap because we’re aware we do not have that highly motivated self-policing force to regulate wiki contributions.
  • Depth charges in russian translation

    10
    2 Votes
    10 Posts
    526 Views
    ResistanceR
    Locked since the topic has served it's purpose
  • Showing where PD can attack depending on terrain

    22
    0 Votes
    22 Posts
    1k Views
    ZLOZ
    would simple semi-transparent flat circle, rendered at the height of PD turret help? it should clip under terrain in places where PD cannot shoot... this can help, however it does not guarantee anything at all... maybe make pd spray fake projectiles (with same ballistic characteristics) and then you will for sure see areas where it can or can't hit (ray tracing lol, can reduce number of projectiles if performance is bad)... however no idea how that supposed to work if you move your mouse around a lot
  • Weapon target check intervals

    41
    1
    6 Votes
    41 Posts
    3k Views
    maggeM
    Great final post, I think everything related to the topic was being discussed.