[WIP][SERVER][BALANCE]Corang's Tier-less PA Balance

Discussion in 'Work-In-Progress Mods' started by Corang, July 28, 2014.

  1. Corang

    Corang Well-Known Member

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    Hey all, I am starting work on a server balance mod that sets out to accomplish a few things that are quite different from vanilla PA and other balance mods.

    1st - No more tiers. This means that there will only be 1 factory for each unit type, only 1 type of resource generation structure, only 1 type of static land defense, and 1 type of static AA defense. All orbital units can be built using the default orbital factory.

    2nd - Every unit is specialized for a different role (some roles may overlap, but not in the same unit type).

    3rd - No new units. I will only be using units in vanilla PA and I will be attempting to keep the roles close to the same to avoid confusion.

    4th - I do not currently have anyone to help me with this. If you are interested, please PM me ASAP.


    Working on a document with plans/ideas for the mod, please comment with suggestions I'm new to this whole balance thing: https://docs.google.com/document/d/1mPWuKv2Ghb-2VL5Q8wd_7so5CdFeBHSsNN2kpGWBKc8/edit?usp=sharing

    EDIT: Okay, so I finished up that first document, all it really said was which units were staying and which were going. Now I am working on a second document with the actual balance changes, PLEASE PLEASE PLEASE critique what I put down, I left it comment-able for a reason. https://docs.google.com/spreadsheets/d/160LDTqauypigP41CGTClNjgROy9UbJlNWnksc7l6_3s/edit?usp=sharing


    got a github repo up https://github.com/corang/Corangs-PA-Balance-Mod/
    Last edited: July 31, 2014
    lokiCML and stuart98 like this.
  2. Corang

    Corang Well-Known Member

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  3. stuart98

    stuart98 Post Master General

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    So basically Zero-K in PA? I approve.
    squishypon3 likes this.
  4. brianpurkiss

    brianpurkiss Post Master General

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    I'm very intrigued.

    I think you may be going too simple... For example, Flak is a very useful structure and important for preventing late game bomber snipes.

    but I am intrigued. I'll definitely give it a try when you have some working prototypes.
  5. squishypon3

    squishypon3 Post Master General

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    Woohoo, ZeroK! :p
  6. Corang

    Corang Well-Known Member

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    thetrophysystem likes this.
  7. stuart98

    stuart98 Post Master General

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    http://zero-k.info

    It has the flattest tech tree out of any totala inspired RTS out there.
  8. Corang

    Corang Well-Known Member

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  9. stuart98

    stuart98 Post Master General

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    If possible, use basic models for facs to avoid mex blocking.
  10. Corang

    Corang Well-Known Member

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    I will look into that
  11. squishypon3

    squishypon3 Post Master General

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    The basic factories /should/ be fine, as pretty much all advanced units are much smaller than they should be in relation to the advanced factory anyway. :p
  12. Corang

    Corang Well-Known Member

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  13. stuart98

    stuart98 Post Master General

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    The hornet might be too big for the T1 air fac. The leviathan is definitely too big for the T1 naval, stingray might be as well.
  14. squishypon3

    squishypon3 Post Master General

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    Oop, that's true!
  15. Corang

    Corang Well-Known Member

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    I think I'm gonna stick with all advanced factories for now and hope Uber fixes the mex blocking issues
  16. Corang

    Corang Well-Known Member

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    What was the first thing you guys worked on when you started stratera?
  17. stuart98

    stuart98 Post Master General

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    T1 land.

    It's Statera BTW, not Stratera.
  18. Corang

    Corang Well-Known Member

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    and I just realized I've read that wrong for two months :oops:
  19. squishypon3

    squishypon3 Post Master General

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    Paha, nah, a lot of people spell at that what- don't worry about it. :D

    Though epic Latin enthusiasts may not be as forgiving, dun dun dun!
  20. Corang

    Corang Well-Known Member

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    do you have any ideas for specializing the vanguard without it being OP?

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