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    Adjust the build skirt of naval factories

    Scheduled Pinned Locked Moved Balance Discussion
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    • 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.

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      • CheeseBerryC Offline
        CheeseBerry
        last edited by

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

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        • 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?

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          • 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.

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            • S Offline
              Sprouto
              last edited by

              And the sheer size of many of the vessels.

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              • 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 ͡°)

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                • veteranasheV Offline
                  veteranashe
                  last edited by

                  I believe that is addressed in a post above

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                  • 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

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                    • 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

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                        • 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.

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                          • 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.

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                            • 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.

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                              • FearghalF Offline
                                Fearghal
                                last edited by Fearghal

                                OK, thanks for info!

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