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    WD #3 - Ridiculous Balance Ideas

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    • L Offline
      lynx_nz
      last edited by

      RAS SCU's cant move, shoot or build while producing mass / energy (some kind of button to toggle)

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      • E Offline
        Emeryness
        last edited by

        The Brick is solid armor. 2x HP slower 1/2 DPS. I mean, it makes sense for a brick.
        Frigates can carry troops in amphibious assaults. (Beach invasions) Makes an entirely new use of submarines and the oceans. Cybran frigate may be able to hide the units inside from radar (muahah).
        T2 Railed artillery that can move on a rail. It makes the game more immersive.
        Other factions get landmines because Cybran has the bomb beetle. All factions could have naval mines too.
        Some units can have turrets that are gyroscopic meaning the turret isnt moving with the body so you can micro better. It's a lot like having an aurora on top of a striker. This would help this big heavy units a lot such as an army of percivals or a monkeylord.
        A game option called, "Support Acu AI" . Once your support commander arrives it will have a separate economy. It will try to help you and you can give or take from it or even give each one a small property. The AIs will be very generous and compliant following your strategic moves and giving you gifts of resources or building positive income mass fabrication farms. They can poke at the enemies for you or save you if you are getting close to death by offering a t2 air transporter.

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        • AzraaaA Offline
          Azraaa
          last edited by

          1. Remove Mass Storage from the game & add small amounts of storage to most units like mass extractors & factories.
          2. Make Hover Units move slower on land and make them faster on water.
          3. Make T3 Artillery more Tactical so it's not the absolute strategy on 20x20 Late Game
          4. Make Shared Army the standard for every game, 1 Commander everyone else is support commanders 😄
          5. Remove Reclaim 😗

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          • S Offline
            STlNG
            last edited by

            Not really balance, just weird ideas.

            Cybran shields block other players' vision of shielded area unless other player has unit within shielded area.

            UEF T3 "hypersonic" tac missile. 2x range, 2x speed, requires two hits from TMD to defeat.

            Aeon ACU advanced sensor upgrade gives mini eye of Rhianne style quantum optics.

            Seraphim sniper bots can target air units.

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            • S Offline
              STlNG
              last edited by

              Revive mode. Quantum gateway can rebuild a defeated teammate's ACU.

              1 Reply Last reply Reply Quote 2
              • Frozen_byteF Offline
                Frozen_byte
                last edited by

                Make very unit able to shoot to ground/air from Transports (Percival Ghettos incoming)

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                • C Offline
                  Cyborg16
                  last edited by

                  T1 ACU can build T1 radar.

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                  • E Offline
                    elhooo_oood
                    last edited by

                    Give T2/T3 Navy the ability to transport/build engies.

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                    • E Offline
                      elhooo_oood
                      last edited by

                      Or Navy transports, like someone else suggested in the Suggestion thread.

                      1 Reply Last reply Reply Quote 1
                      • Chenbro101C Offline
                        Chenbro101
                        last edited by

                        Rename the wailer to whaler. It gets harpoons to drag off sub's to your factory for reclaim.

                        arma473A 1 Reply Last reply Reply Quote 2
                        • TerminalT Offline
                          Terminal
                          last edited by

                          Chrono can stun air units again

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                          • arma473A Offline
                            arma473 @Chenbro101
                            last edited by arma473

                            While a unit/building is being captured, it can't be control-Ked (or if that would be too powerful, don't allow it to be ctrl-ked after already has a certain percentage of capture. E.g. if the building is at least 50% captured, ctrl-k is disabled. so it's not impossible to ctrl-k it before it gets captured but the defending player has to move quickly and the ctrl-k frees up the engineer/ACU to move on to their next target sooner.)

                            reclaiming a building won't prevent a volatile explosion IF the building's hp drops below -10% (so if it gets hit with a big weapon like a strat bomb or percival shot, it is likely to explode, but small weapons like mantis shots or beam weapons like novax won't do that). With beam weapons it might be easier to kill the engies first anyway.

                            -10% would be: for a UEF t1 pgen, that has about 760 hp, so if it drops to -76 or below, it would still explode. for a UEF t3 pgen, 9000 hp, would need to do 900 "extra" damage beyond killing it, to force an explosion. Which is very doable with a percy or a strat bomber.

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                            • D Offline
                              Defiant
                              last edited by Defiant

                              UEF T3 transport can pickup enemy ACU

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                              • D Offline
                                Defiant
                                last edited by

                                Aeon ACU gets a hat propeller upgrade allowing it to jump a far distance. The modeling for this upgrade is essential.

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                                • D Offline
                                  Defiant
                                  last edited by

                                  Sera ACU is invisible when not moving, only the eyes can be seen.

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                                  • D Offline
                                    Defiant
                                    last edited by

                                    Cybran laser doubles in range and damage every second, with the penalty it causes increasing overheat damage to itself.

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                                    • J Offline
                                      J0hn
                                      last edited by

                                      Unban exploits

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                                      • J Offline
                                        J0hn
                                        last edited by

                                        Give satellites insane crash dmg

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                                        • S Offline
                                          STlNG
                                          last edited by

                                          Add land units exclusive subterranean theater of war.

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                                          • S Offline
                                            Sam-site
                                            last edited by

                                            Double all transporters capacity.
                                            Double t2 transport health.
                                            Make t1 and t2 ships transportable
                                            Units can survive transport crash (but take damage)

                                            Fast moving tender ships/subs that can repair and reclaim

                                            All factions get commander leg upgrade options:

                                            • Straight armour upgrade
                                            • 'Overcharge' legs to move faster temporarily
                                            • Blink ability for short range teleport for energy cost
                                            • err... knee based SAM launchers?
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