Not really seeing the advantage yet. The concept of a localised economy might be interesting, but I don't think a linkage mechanic is the best way to do it. Would probably be better to include power transfer stations to allow moving that kind of power to different areas. That way it's more interesting and doesn't require a specific kind of base set-up. And might be open to harassing and such.
No i think he meant that it increases shield strength And you could do this with alot of buildings. If you build a factory or engineering station next to a mass extractor it slightly increases the build speed. Build a radar next to a power building and it increases the range it can detect cloaked units Build a unit cannon next to a power building and the unit fly faster through space Obviously you have the basics of the supcom way but you can add/change the effects of linkage. It would probably be modded in if its not added anyway.
That might have been what he ment, but he also implyed that what happned in sup com. and it did not. And it still doen't address the issue of it creating a standerdized base building system by having these bonuses, preventing people from playing other ways by giving bonuses to this one.
Aye. Adjacency bonuses were a neat concept, but too much hassle IMO. I always liked the TA-style base sprawl anyhow.
Afrospartan has nailed exactly what i'm talking about linkage is strategic. Point defence with reduced cooldown is a military linkage.
Igncom1 thinks that everone in forged alliance builds identical bases, but i'm certain that my base would be different to his every time. Also geographically the map can influence base design heavily therefore leading to moddified base design.
Ign the "links" did provide additional benefits to the economic ones (Faster attack speed on artillery and UEF's tier 3 point defenses as examples, and no "FASTER ATTACK SPEED" is not just a economic advantage) and thats in standard supcom and in forged alliance, so chill.
Everybody's first factory ended up with pgens around it. Mexes were always ringed with mass storage. Radars next to power plants. There was never any choice, it was something you had to do, or you'd be at a disadvantage. The concept is kinda neat, but in practice it doesn't add anything - you have to use adjacency. Not only that, but suddenly you have to be real careful (sim city style) about your base layout. I don't want to have to worry about a slight mis-click of a econ building costing me the game because it missed the adjacency. Taking out adjacency (as it was implemented in Sup Com) really doesn't remove anything from the game, and makes it so much less of a chore to play.
No they did not. There is no evidence that they did anything else then an economic bonus, so my point stands.
The point is, if you make enough linkage options that people have to make decisions about what they want to do when linking. Giving operational bonuses or discounts. So for example; shields will be able to increase their size slightly, become slightly stronger or have a slight energy discount. But not all of them at the same time. Again will probably be modded into the game. So its not that big of a deal, but it would be cool to see the option to enable linkage before the game.
:mrgreen: Then you have bested me in the arena sir. I still am shakey about the points for keeping the adjecency bonus (Economy or not) however. But well played garatgh
It's not a flat 10%, but based on how much the structure is surrounded by the appropriate adjacency-providing structure, and by what type of structure (higher tier structures gave bigger bonuses) All possibilities in Sup Com/FA were: 1 - Mass Extractors next to factories/gateways etc: reduced mass cost of units 2 - Power plants next to factories/gateways etc: reduced energy cost of units 3 - Power plants next to radar/shields/energy using structures: reduced energy usage 4 - Power plants next to artillery: reduced reload time 5 - Mass storage next to mass production: increased mass production 6 - Energy storage next to energy production: increased energy production In reality, you had to use 5 & 2, and 3 (for radars). People sometimes used 1 & 6, and 5 was barely ever used due to how useless artillery was in most games. PA is going to be even more involved that Sup Com/FA because of multiple worlds. Adjacency is unnecessary in such a game.
It's the whole issue of "something that gives an advantage, and whoever doesn't also do it is at a severe disadvantage". The adjacency bonuses didn't really offer an interesting strategic decision to make, it was something you had to do or be at a disadvantage. When you're managing bases across a solar system, it's an extra hassle which really doesn't add much to the game as far as I can tell.
thanks to garatph for the video. Linkage may not essential but it felt good when you proved igncom1 wrong. If you had tech 3 power on the edges of your shielded area with rows of point defence on it the 10% bump would mean a lot more if you consider how much extra defence you've got. The bigger the base the more effective the adjacency bonus becomes. P.S. my base is different to igncom1 everytime.
You won the battle, but he won the war. If you have a t3 power on your front lines, then you're clearly playing vs an AI. The rest of your posts also indicate that you like skirmishes, and use a turtle play style. In that case, I can see why you like adjacency - but this is not a good comparison with competative or even casual multiplayer, which is the main market for PA. Also, no-one uses T2 artillery. It may not be identical, but I guarantee it'll have mass storage around your mass extractors, and power gens will at least initially be placed around your factories. Bases don't have to be identical to be the same. It is not disputable that adjacency bonuses lock players into certain build patterns. Also, how do you know your base is different to his all the time?