FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Adjust the build skirt of naval factories

    Scheduled Pinned Locked Moved Balance Discussion
    75 Posts 24 Posters 4.6k Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • ThomasHiattT Offline
      ThomasHiatt
      last edited by

      Having rotatable factories or different set rotations doesn't solve the problem because anyone smart enough to rotate the factory would already be aware of the potential path finding issues anyway, and thus would already have spaced out the factories. Enlarging the build skirts, making factory placement faction dependent is also unacceptable in my opinion. This path finding issue doesn't seem very important to me, and I'm pretty sure nobody is quitting the game over it. I don't understand the sentiment that modern games do things better. In my experience, video games are at an all time high in terms of bugs and unplayability, plus there are currently no real competitors for FAF's niche.

      N 1 Reply Last reply Reply Quote 1
      • ResistanceR Offline
        Resistance
        last edited by Resistance

        why wouldn't you still try fixing an existing problem though?

        queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
        https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

        1 Reply Last reply Reply Quote 1
        • TheWeakieT Offline
          TheWeakie Balance Team
          last edited by

          Fixing the problem isnt the cause of concern. Negative side effects because of the fix are

          1 Reply Last reply Reply Quote 2
          • N Offline
            Nex @ThomasHiatt
            last edited by

            @thomashiatt rotatable factories would be a fix for the fix.
            So a factory with a larger build skirt, that has more rotations, to compensate for faction dependency.
            But i believe the different placement possibilities for different factions are mostly a concern when making the build skirt larger in all directions, as the seraphim naval factory is horizontally mirrored (space for ships is on the right not on the left) So the building itself is placed differently inside the build skirt. I think vertically they are all the same, so this change shouldn't give one faction a noticable advantage.

            1 Reply Last reply Reply Quote 0
            • ThomasHiattT Offline
              ThomasHiatt
              last edited by

              I wouldn't try to fix it since the proposed solutions are very undesirable or require a fundamental change the way placing structures work, which seems unwarranted for a minor issue, and will likely introduce more bugs or negative side effects. The trend with all the patches lately is to provide some minor performance improvement or small fixes that come with some weird gameplay consequences or new buggy UI options enabled by default.

              If you wanna get more new players remove SteamLink. If you wanna fix something, ladder is still fundamentally broken because you can abuse the draw bug. I don't care about anything, I just like complaining on the forum, I don't even play the game. All work done on FAF is futile because it will inevitably be replaced by a new and better game, or break because the engine is old and closed source. You can't make big improvements without engine source, and can't make money without owning the IP. Put your efforts into something for the future instead of the past, or keep making little patches and we can all keep complaining to the bitter end.

              1 Reply Last reply Reply Quote 0
              • CheeseBerryC Offline
                CheeseBerry
                last edited by

                wow, faf-depression got you hard, huh @ThomasHiatt

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

                  I've done too much thinking and I don't wish to reread this thread.

                  Was there a reason that we can make the whole factory pathable like how the center is on the qg?

                  N 1 Reply Last reply Reply Quote 0
                  • N Offline
                    Nex @veteranashe
                    last edited by

                    @veteranashe That's not the heart of the problem.
                    And making the whole factory pathable would look weird and I'm not sure what other things will be affected by this (can it be hit, when it's pathable?).
                    the true problem is, that the roll off point (where ships go after they're build) is in a spot outside the build skirt, so there is no guarantee that there is enough space at the roll off point.
                    So the problem is not only naval factories being in the way, but also all other water buildings and terrain.

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

                      And the sheer size of many of the vessels.

                      1 Reply Last reply Reply Quote 1
                      • ComradeStrykerC Offline
                        ComradeStryker
                        last edited by ComradeStryker

                        I may be replying a little late, but I was interested in seeing this.

                        This may be counter-intuitive, but, what if you flip the blueprint of a Naval Facility?
                        So all factions build vessels on the same side. Specifically speaking about the Seraphim Naval Factory as it is the only one that is facing right, instead of left. Then adjust the skirt size for all factions.

                        If all factories are facing the same way, then there should be no gameplay issue with where you can build those facilities.

                        Another idea is to allow for the rotation of blueprints, giving the player an option to flip their facilities a full 180* if they wanted to but, that will likely have a huge impact on gameplay.


                        ~ Stryker

                        ( ͡° ͜ʖ ͡°)

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

                          I believe that is addressed in a post above

                          1 Reply Last reply Reply Quote 0
                          • FearghalF Offline
                            Fearghal
                            last edited by

                            Is having a right and left exit option for naval factories an option?
                            Can flip the factory icon, and/or add directional arrows.
                            Example:
                            Untitled-3.pngI know if I'm going to build navy on left side of map..
                            I would select the Right exit factory.
                            Thanks

                            1 Reply Last reply Reply Quote 0
                            • FearghalF Fearghal referenced this topic on
                            • FtXCommandoF Offline
                              FtXCommando
                              last edited by

                              Your navy units exit up/down so what would that even resolve?

                              FearghalF 1 Reply Last reply Reply Quote 0
                              • JipJ Offline
                                Jip
                                last edited by

                                pathign issues, when the factory is built against a cliff

                                A work of art is never finished, merely abandoned

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

                                  That’s only a problem if the top and bottom are blocked, though. Like a person blocking themselves in with a line of facs. But you can just resolve it by blowing up facs near the HQ when t3 units that cause the problem come out.

                                  Like both rock slots on sentons have t3 support facs built on the island which faces a cliff and it isn’t a problem to get units out when you space factories properly rather than dragging lines.

                                  1 Reply Last reply Reply Quote 0
                                  • FearghalF Offline
                                    Fearghal @FtXCommando
                                    last edited by Fearghal

                                    @ftxcommando
                                    I was thinking that when Navy factory that is against a right land mass versus on the a left side land mass.
                                    has advantage in that, the..
                                    navy units can exit straight out where the left side navy factory has to go top or bottom first then turn.

                                    Also, the engies supporting the factory on the right side..
                                    support the factory from the shore side and protected,
                                    whereas the engies on the left side factory, go out in water on right side and are more exposed.
                                    so.. if a quick frigate tries to 'lock down' factory early the engies are exposed where the
                                    right side factory, has the engies stay near land/behind factory.Untped-2.png
                                    I remember a convo last year about the Aeon engies exiteing
                                    the land factory taking a second longer to exit and being unfair in opening minutes for expansion purposes, so this is definitely longer pathing for left side navy which would always exit right towards enemy.

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

                                      engies.png

                                      I made it so all engies are assisting from behind the fac. You can already do this with the tools the game gives you. There is no real blockage either as the top is freely open to allow navy units to go through.

                                      The screenshot you gave isn't how things leave facs, both units will go down or up and then turn left or right.

                                      engies2.png

                                      Generic layout of how engies would be if you just assist them onto a factory.

                                      1 Reply Last reply Reply Quote 1
                                      • FearghalF Offline
                                        Fearghal
                                        last edited by Fearghal

                                        OK, thanks for info!

                                        1 Reply Last reply Reply Quote 0
                                        • JipJ Jip referenced this topic on
                                        • First post
                                          Last post