Air transports to cheap.

Discussion in 'Balance Discussions' started by darac, April 26, 2014.

  1. emraldis

    emraldis Post Master General

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    I can see where you are coming from, and that makes sense, however It won't work in the current balance due to pergerines. My response is mainly to the OP who says that they are currently the most OP unit in the game, because they are cheap. I still think that they currently should be in T1, simply due to the balance of the current game, but your argument does make complete sense.
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  2. igncom1

    igncom1 Post Master General

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    I won't tell you, that you are wrong either.

    As I could be completely insane as well. ;)
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  3. emraldis

    emraldis Post Master General

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    If we were getting multi-unit transports in the game before release, I would say to put those in T2, and the current transports in T1, but as it stands, we should either buff the current transports, or make them T1.

    Some suggestions to buff the transports:
    -Let certain units shoot out of them
    -Let the unit in the transport take a percentage of the damage the transport takes instead of the transport taking the damage.
    -Let them have their own weapons (two firefly weapons maybe?)
  4. igncom1

    igncom1 Post Master General

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    Good and fair suggestions.

    Personally id make the transports more disposable, so losing them isn't a big deal, allowing players to commit them to more aggressive attacks and drops into enemy air space.
  5. emraldis

    emraldis Post Master General

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    well they are currently very disposable, the only issue is that the units inside are not. and by losing the massive amounts of transports you would against any decent player with anti-air defense, you lose all of your vanguards or infernos as well.
  6. igncom1

    igncom1 Post Master General

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    True, but that's all in the risk/fun isn't it?

    AOE peregrine of death is one thing, but losing a transport with valuable cargo is, well all in the risk.

    The plebeians who drive our tanks are of no concern! Well, unless you live and play by maximum efficiency, then dropping probably isn't the best.
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  7. doomrater

    doomrater Active Member

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    Speaking of air transports.... did you know you can put any flying unit in the flying transport? It's a complete waste, but you can do it for some reason.
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  8. igncom1

    igncom1 Post Master General

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  9. darac

    darac Active Member

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    Yeah, that's annoying. I think we need a double click load command making any selected transport pickup the nearest unit of the type you double clicked. Much like how unit selection works.

    Also we need an area load and unload patrol command so as units are produced they can be automatically moved somewhere else.
  10. doomrater

    doomrater Active Member

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    The whole reason I found out what I did was because I wanted to see if orbital transports could transport air transports and vice versa. The answer is no. That woulda broke the game really fast though.
  11. nuketf

    nuketf Active Member

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    play on a moon that is as big as it go send your army half way across the planet.....then say transports are not sopost to be cheep
  12. thetrophysystem

    thetrophysystem Post Master General

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    I think t1 needs a transport that is fast, low health, and only able to pick up "light" units like ants, any bot, and even naval fabbers and scouts. Then the t2 transport can be slow, higher health, and pick up commander and vanguards and ships.
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  13. doomrater

    doomrater Active Member

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    What I wouldn't mind is a land transport that still allows the transported units to fight, kinda like making a custom ground unit.
  14. bobucles

    bobucles Post Master General

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    Transports carry one of any unit. Units can be as cheap as 100 metal or as heavy as 3000 metal. Guess what. Transports give more bang per buck when you use them to move more lethal and valuable units.

    This is just one more nasty side effect caused by the current exponential system. Can't increase the cost without making transports even less useful on the low end, can't decrease the cost without making heavy drops more powerful on the high end.

    It's a simple case of multiple bad design decisions meeting together and creating a mess in the middle. Nothing more.

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