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    Small suggestions topic

    Scheduled Pinned Locked Moved Suggestions
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    • W Offline
      wikingest
      last edited by

      Suggestion do load nukesubs automaticly. If basicly everybody builds nukesubs for nukes (and not for other things), why do we need to start loading manually every time? Tml's, antinukes, nukes on land etc. load automaticly. But with nukesubs, we need to keep eye on factory, to see when it is ready, sometimes find the nukesub in the middle of other things, and start loading manually, every nukesub. Seems like artificial difficulty, that should be easy to change.

      JipJ 1 Reply Last reply Reply Quote 4
      • gabrilendG Offline
        gabrilend
        last edited by

        My suggestion is to allow factories to set their waypoint to a unit group. When the factory finishes constructing a unit, it'll receive the same orders as the rest of the units in the group. If there's more than one order, it'll assign one randomly (or maybe by unit type)

        The reason I want this is because then I can setup air patrols to be continuously replenished by a factory. Right now if you make a patrol order from a factory then give an order to the patroling units, there's no way for them to rejoin the patrol again. But if a unit group had the order and the factory was just assisting the unit group, then you could give the units any order you wanted and the factory would create more units for them.

        1 Reply Last reply Reply Quote 1
        • JipJ Offline
          Jip @wikingest
          last edited by Jip

          Work is being done to work on the suggestion of @Giebmasse , see also this and this pull request on Github. And from another topic a pull request emerged about adding an ETA timer. We're getting there to implement some of these suggestions. Note that some suggestions appear small, but they may be difficult because they require engine changes. We can't do that for the average suggestion.

          @wikingest said in Small suggestions topic:

          Suggestion do load nukesubs automaticly.

          I'll ask around if this is desirable.

          A work of art is never finished, merely abandoned

          QuietJoyQ 1 Reply Last reply Reply Quote 3
          • QuietJoyQ Offline
            QuietJoy @Jip
            last edited by

            @jip said in

            I'll ask around if this is desirable.

            make sense to me to load them automatically. Nuke launchers and smd on land load automatically. A nuke subs only real purpose is to launch a nuke so yeah autoload please 😊

            S 1 Reply Last reply Reply Quote 2
            • S Offline
              Sprouto @QuietJoy
              last edited by

              @scout_more_often It makes sense - IF - the cost of the missile is included in the cost of the unit. This should be true of any unit which is required to 'build' ammunition. SMD, SML, TML or otherwise.

              We implemented this choice into LOUD some years ago, allowing players to determine IF missile units were to be autoloaded, and by how much. Needless to say, autoloading does encourage certain behaviors.

              1 Reply Last reply Reply Quote 0
              • T Offline
                thecore
                last edited by

                While on the topic of nuke sub, should they be able to make anti-nukes (smd) as well? So the player could have an option to either make a nuke or anti nuke from the nuke sub.

                Never Fear, A Geek is Here!

                QuietJoyQ 1 Reply Last reply Reply Quote 0
                • DeribusD Offline
                  Deribus Global Moderator
                  last edited by

                  That's more of a balance change

                  1 Reply Last reply Reply Quote 1
                  • QuietJoyQ Offline
                    QuietJoy @thecore
                    last edited by

                    @thecore i like this idea, would be great if the balance team could consider it. Would give an option to build smd for water areas of the map 😊

                    1 Reply Last reply Reply Quote 0
                    • G Offline
                      ghnaf
                      last edited by ghnaf

                      Suggestion: Make the factory engineer attack not ending.

                      Engineers lose this sweet sweet mode when they can“t find any mass or sometimes randomly.

                      The annoying part is, you have always to watch if there is still mass on the ground, if you are 2 secounds to late
                      the engenieers go idle and leave the attack mode, despite you would like to send them to another mass.

                      When they don“t lose the attack mode you can be more relaxed and move the factory attack waypoint just later.

                      I don“t know if this is an issue, but someone could send some engineers to a location as a weapon and try to eat enemy units,
                      but this would be probably a very bad deal.

                      1 Reply Last reply Reply Quote 0
                      • veteranasheV Offline
                        veteranashe
                        last edited by

                        The increase in am range from factory is a bug, so I kinda doubt one could make it continue after re issuing a am

                        1 Reply Last reply Reply Quote 0
                        • FtXCommandoF Offline
                          FtXCommando
                          last edited by

                          That's the punishment for not properly managing your engineers. Move them before they go idle to keep the attack range.

                          1 Reply Last reply Reply Quote 0
                          • QuietJoyQ Offline
                            QuietJoy
                            last edited by

                            Oh god please change it so when someone readies or unreadies in the lobby that the Game Quality score doesn't slowly redraw. Just have it constantly on show šŸ™‚

                            1 Reply Last reply Reply Quote 2
                            • LightBearerL Offline
                              LightBearer
                              last edited by

                              Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.

                              Let there be light

                              QuietJoyQ 1 Reply Last reply Reply Quote 3
                              • QuietJoyQ Offline
                                QuietJoy @LightBearer
                                last edited by

                                @lightbearer said in Small suggestions topic:

                                Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.

                                This thread probably not the right place for this suggestion but I second the suggestion for sure šŸ™‚

                                1 Reply Last reply Reply Quote 0
                                • E Offline
                                  Exselsior
                                  last edited by

                                  I feel like that’s a balance change because it makes it less punishing to lose an hq

                                  1 Reply Last reply Reply Quote 2
                                  • H Offline
                                    Halosas
                                    last edited by

                                    Not sure if it is a quick fix but I whatch a lot of replays. Would be nice if there was a rewind option.

                                    1 Reply Last reply Reply Quote 0
                                    • Z Offline
                                      Zokora
                                      last edited by

                                      Without access to the source code, the rewind is not possible, very unfortunately.

                                      1 Reply Last reply Reply Quote 1
                                      • AskaholicA Offline
                                        Askaholic
                                        last edited by

                                        Even with the source code that does not sound like a ā€œsmallā€ change to me

                                        1 Reply Last reply Reply Quote 3
                                        • P Offline
                                          Pavor-
                                          last edited by

                                          can the fire beetle have a better blow up range

                                          1 Reply Last reply Reply Quote 0
                                          • P Offline
                                            Pavor-
                                            last edited by

                                            also i think the soul ripper could use a little better aa.

                                            1 Reply Last reply Reply Quote 0
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