Is there any plans to implement a repair/fab tower that can be plonked down on a base section and just take care of anything that needs doing within range? I suppose fab units could take care of this, however my concern is that this either means you constantly need to rely on path-finding within tightly packed buildings, (maybe Uber have a plan for that?) or we need to rely on Fab Aircraft, on patrol. I guess I just miss them from SCFA, but I'm interested to know other's thoughts?
interesting concept there's a lot that could be done for "adjacency bonus" specific pylons I really enjoyed the propaganda towers from CnC Generals' China faction. Something about having row upon row of speaker blaring propaganda that buffs my troops was just so satisfying
Nice idea. I was thinking something like that too. It could automaticaly assist any factories in range. Maybe make it slightly more efficent than fabbers, but still less efficent than the comander, or just building more factories.
nice idea, I can think of a group T2 bombers, 4 in each group, numbered from 1 to 5. sending each group to snipe a single heavy defense in the enemy base then rally it back to the tower to get repaired. you could always put ur fabs on patrol to do this job (to either reclaim/repair an area) but you always always tend to click on them at some point and use them for something else and forget to bring them back) towers are static, you can not move them around, and can only be used to help building or repairing.
Nanotowers would be awesome. Especially if the UI is powerful enough to let us instruct them to e.g. focus on repairs, so they don't end up assisting a building or factory when your defenses need fixing up.
I'm torn between wanting them added, and wanting them left out - I have lots of fond memories of tower spam Unlike most RTS games, I feel that there are real reasons to encourage base sprawl in PA. I'm really looking forward to seeing whole planets that I've claimed as mine, covered with production facilities, resource extractors and storage. Nanolathe towers encourage a focus on more centralized production. The mods that first introduced this concept did so in order to boost production capacity when it might otherwise be limited due to space on the map. It's looking like we're going to have more space available than most players are going to know what to do with, so I don't see a need for it.
That was a part of Supreme Commander and it would definitely be a good thing here since it would remove quite some micro. But if the enemy focuses on destroying it before anything else then you must do it all over again so it really depends on the players. Micro MACRO ITS ALL SO CONFUSS
Another vote here in favour of the auto towers. I loved those things in SupCom - I was always really miffed that the Seraphim never had them.
This gets my vote +1 Other things I would like to see from sup com are unit air transports (with the ferry ability) And a few super super units, although maybe not quite so powerfull as they were in sup com. Seeing as we only have 1 army type, I would like to see lots of different units to encourage different play styles and strategy's. Realize I've digressed from the thread topic, so ill leave it there.
I would also like to see these in PA. They didn't work brilliantly in FA, but I believe this was more to do with the economy set up which was focused on the concept of a "build time". I remember the immense irritation when a UEF commander walked into Kennel assistance range while building a billy nuke. Instant energy crash. However, PA's economy would be much more resistant to this. It's a lot more similar to the economy of Zero-K, and towers work great there. I would expect it to have powerful metal throughput rate, but an efficiency somewhere between the mobile fabbers and a factory.
I see a lot o, "I liked this unit in supcom, so lets implement it" and not much of, "why this unit is a good idea in PA" in this thread. 1. Factory assist is less of a thing in PA, building multiple factories is encouraged. 2. Building dense bases (because of adjacency) is not a thing in PA, more sprawled out bases are common Personally I'm much more in favour of keeping build power in the hand of fabbers and unit build power at factories. You should be forced to spread out and cover as much of the land as possible imo. Repairing bases is easy enough with patrolling fabbers. (They only thing I'd want is fabbers be able to autorebuild lost buildings by clicking on ghosts of them that remain after they get destroyed. Remembering what I had built in a part of my base that got a bit maimed from an enemy assault is a pain to do. Or even fabbers on a patrol route to rebuild them themselves.)
Nanotowers are nice. While I don't want assisting to be the predominant means of production there is an advantage in assisting that will always, and should always, exist - versatility. A player with a great deal of assisting build power can quickly transition between technology where as a factory-specialized player cannot. That intrinsic versatility is also the reason nobody wants assist to dominate production like it did in Supreme Commander, that and 100 assisting engineers looking silly.
I remember this custom-made structure in TA. I found a link which has a similar unit to what i remember. http://twilight.tauniverse.com/uc/CORNANOTC3.htm
0 0 Factory assist's could also help assist buildings to produce units quicker and also repair untits (if they were similar to supcom's tier 2 unit) Pa to me is all about base building, and this is just another tool to building an awesome base. I also think the units Im talking about would be better on larger style maps than were playing in the current alpha. Also if the community is divided, you can always include a server option that allows you to toggle unit types on or off according to user preference. This way everyone is happy ; )
I for one would love fab towers. But maybe they're a little more sophisticated than just an engineer on a stick with no wheels? What if they can't assist, but automatically maintain an area around them? repairing, reclaiming and rebuilding destroyed structures only? If they did not have the ability to assist factories then they would be used solely for defense and maintenance of key base areas which I think is what most people want from them anyway. And this would allow them to have a larger range without making them broken like the kennels of supcom. It would also be a less clunky way of adding in the "rebuild destroyed structures" feature that lots of people want. I feel it would make little sense for a patrolling engineer to automatically rebuild your structures, I mean sometimes you want to just write that part of your base off and rebuild differently, but an engineer can't read your mind, how would it know?
I think I would actually prefer them to not assist, or at the very least have a toggle for repair/rebuild only. If I have an outpost with a factory in it and my guns start getting hit, the last thing I want is for it to ignore damaged defenses.
Less towers more factories. Thanks. Nano towers did a great job at breaking balance in supcom. But would most likely be less prevalent in PA due to the lack of shields.
Seconded, if you want units being constructed faster, get a construction vehicle to assist, these things should be just for repairing/reclaiming/rebuilding already known stuff. No new construction, no assisting in unit construction or any of that stuff. So they'll really be just a defensive unit you build around the base, rather that massing them up, to get construction to go faster. Also really love the time it takes a unit to get of the factory, to promote building more factories rather than mass assisting on one factory.