[REQ] Balanced GW

Discussion in 'Mod Discussions' started by stuart98, May 29, 2014.

  1. stuart98

    stuart98 Post Master General

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    Would like a mod that does the following:

    Starting Loadout:
    Mex
    PGen
    Bot fac
    Bot Fabber, Stinger, Dox, +15% Dox Damage, +10% Dox HP
    Vehicle Fac

    Bolo, Skitter, -30% Bolo Speed
    Air Fac

    Hummingbird
    Naval Fac
    Orca

    Single Laser Defense Tower
    Missile Defense Tower

    Orbital Launch
    Astreaus, Avenger

    Cards:
    Combat Bots

    Grenadier, Combat Fabber, Boom, T2 Bots (Missing fabber and combat fabber), +20% Dox RoF, +40% Dox Damage, +15% Dox Health
    Combat Tanks

    Vehicle Fabber, Inferno, Spinner, T2 Veh (Missing fabber), +43% Bolo Speed (Brings it to normal amount)
    Combat Air

    Air Fabber, Bumblebee, T2 Air (Missing fabber and pelican)
    Combat Naval

    Narwhal, Sunfish, T2 Naval (Missing fabber)
    Advanced Defenses

    Laser Defense Tower, Wall, Torpedo Launcher, Umbrella, T2 Defenses (Does not unlock T2 fabber), Anchor (Unlocks Orb Fabber), Anti Nuke Launcher
    Advanced Intel
    Firefly, Radar, Sunfish, Orb + DS Radar, Radar Satellite, Adv Radar Sat (Does not unlock Orb Fabber or Orb Factory), Advanced Radar (Does not unlock T2 fabber)
    Advanced Transportation

    Pelican, Teleporter, Air Fabber, T2 Air Fac
    Advanced Economy

    Storages, T2 Fabbers, T2 Eco, +30% T1 Economy Output, Orb Fab, Orb Fac, Solar Array
    Artillery

    Grenadiers, Pelter, Holkins (Does not unlock T2 Fabber), Catapult, T2 Veh Fac, Sheller, Nuke Launcher, T2 Naval Fac, Stingray
    Advanced Orbital

    Orbital Fabber, Orbital Fac, Radar Sat, Advanced Radar Sat, Anchor, SXX, Halley, Orbital and Deepspace, Umbrella
    Advanced Fabrication
    Combat Fabber, T2 Fabbers, Orb Fabber, T2 Facs, T1 Fabbers, -50% T1 Fabber Eco Usage
    Advanced Assault

    +25% Dox/Slammer Damage, +20% Dox/Slammer Health, T1 Veh Fabber, T2 Veh Fac, T2 Bot Fac, Slammer, Leveller, T1 Naval Fabber, Leviathan, T2 Naval Fac
    Advanced Bombers
    +25% Bomb Reload Time, -25% Bomber Cost, +50% Bomb AoE, +20% Bomb Damage, -25% T2 Air Fac Cost, -20% Hornet Cost, -25% T2 Air Fac Metal Usage, T1 Air Fab, T2 Air Fac, Hornet


    Aaaand I think that's about it for now.

    If you could increase the number of loadout slot drops while you're at it, that'd be great.

    Goal of this is to create fewer stalemate situations and have progression be closer to in a traditional RTS campaign. As a bonus, there are no longer throwaway techs that can't benefit you.
    Last edited: May 29, 2014
  2. cptconundrum

    cptconundrum Post Master General

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    You can try using trialq's mod to make what you're looking for.
    Fr33Lancer likes this.
  3. thetrophysystem

    thetrophysystem Post Master General

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    I like your idea. TBH, I think all tech should be allowed, but by default EVERYTHING costs 300% more, and anything "unlocked" cost regular 100% original cost. This way, you won't use tech you don't have because it is too expensive as a go-to, but you can if it is literally the only option in that layer.

    Generally, I like how your cards actually do what the current cards attempt to do, either enforce current tech, or advance the tech. Yours just ensures the prerequisite.

    I am not sure if this was a serious mod request, but I like the idea nonetheless. It is short sighted, it assumes GW won't change dramatically and have the tech change or the starting blueprints change or how you obtain tech change or how planets display it's tech available changes...
    stuart98 likes this.
  4. burntcustard

    burntcustard Post Master General

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    I've been fiddling with Galactic War cards and everything you've suggested should be doable. I might start working on something like this, but for now I'm just going to keep playing with giving commanders flamethrowers n stuff.

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