T2 Balance ideas Thread

Discussion in 'Balance Discussions' started by LetsOne, March 29, 2014.

  1. godde

    godde Well-Known Member

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    A capsule seems weird. Like it would have longer range(ground distance) on smaller planets.

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    Like a conical capsule or something seems more reasonable as it would have the same range regardless of planet size.
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    Although realistically the range would be something like elliptical which do have longer range on smaller planets if gravity is uniform.
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  2. zweistein000

    zweistein000 Post Master General

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    TI still think that T2 should not be a direct upgrade to T1. I don't mind the fact that unit are stronger, but T1 should have few (up to like 4 or 5) all around units. For example the T1 tank should have the HP of an inferno, the range and damage of a tank, but the firing stile of an artillery (not as massive firing arc, but only slight). In T2 it either becomes a fully fledged tank, the Leveler, or a fully fledged assault tank, the vanguard, or an artillery tank, the sheller (note: I'm not thinking of upgrades here, just that it's role becomes divided). The T1 spinner would upgrade into either T2 mobile SAM, that snipes air units at great range or T2 mobile flack that is shorter range but great at dealing with swarms.

    Similarly I'd make the dox a hybrid healer/mine layer and combat bot that can also semi successfully attack air, but at T2 is becomes a combat fabber that can also build teleporters (and maybe something else), or a sniper bot that has powerful single target long range attacks or an assault bot, short range high damage bot or The anti air stinger bot that distributes missile swarms at air targets in range (more air targets = less missiles per single target).

    I would do a similar thing for the economy: T1 power plant would make gaic and get power, but at T2 you run the risk of nuclear explosion via T2 Fusion generator, or oyu run on solar power dependant on the day/night cycle or you run on orbital which is less efficient, but safer in a sense. And Again with metal: T1 is current T1, but t2 is either costly, as much health as t1 but with equivalent of current T2 extractor. Double the current metal/second metal pump that destroy the mex spot after 5 minutes. A low efficiency orbital version or afield version with half the current T2 metal/second, but double the hp of the current one.

    For air - T1 fighter and bombers are ok now, but in T2 I'd add interceptors and air superiority fighters. The former would be lower health and short range but fast and high damage and would be great at destroying bombers and gunships, while the air superiority fighters would be great at taking out other fighters with their long range attacks and higher health but slower speed. Bombers have pretty much differentiated into T2 bombers great for sniping and higher health and T2 gunships that are great for clearing units due to high ROF and high damage but a bit lower heath (compensates the fact that they can stand still).

    Naval is a bit different. T1 is ok with Corvettes that are anti sub and anti air and frigates that are anti naval and for bombardment. At T2 these differentiate into anti sub destroyers, anti air cruisers, long range missile battlecruisers and battleships for medium range naval fights.

    As for orbital everything changes. Current T1 orbital s fine. It supports ground battles by providing transport over defenses and intelligence and a way to expand to safer locations. It's only at t2 that orbital can harm ground directly and I love that. But because orbital is so different it really deserves a separate thread for itself.

    TL;DR
    I think more differentiation and less upgrade is the way to the future in non-orbital layers. But better efficiency doesn't hurt.
    sypheara likes this.

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