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Balance Discussion / Re: For the Balance team, Fix game mechanics, not units. Plz read balance team.
« on: January 28, 2010, 06:11:09 PM »
I actually really agree with maddog0002 specifically about his point-
Fuel is for teching.
Munitions are for abilities.
I do not think following these guidelines for EF makes the soviets the "same" as all the rest other than the fact that it would be (as others have said before) following the same rules as the other factions.
I don't understand why it is so necessary to the soviets to use munitions for teching... It has no affect on strategy (making choices between one advantage or another, e.g. grenade or arty strike). Whereas other factions have to tech completely from fuel and manpower while also having to save fuel and manpower to produce units, Soviets have a greatly OPed advantage in teching and production because they split the cost of teching and production. Teching is munitions and fuel is production. This adds to the advantage of being able to tech to tanks faster, because once you get there you have all remaining fuel during the rest of the game to build tanks. Munitions cover the upgrades.
Developers, you made a deliniation between mechanics and balance. This IS a game mechanic that affects balance. It will always affect balance. Why not make it a poll? I believe it would be in the mod's best interest. If players feel that munitions=tech/fuel=only production is unbalanced, they will cease playing. Which nobody wants. Maybe it is best to find out what the general consensus is?
Btw, I really appreciate the work done on this mod and give kudos to all the devolopers for working their a**es off and then listening to everyone critisize their work :]
Fuel is for teching.
Munitions are for abilities.
I do not think following these guidelines for EF makes the soviets the "same" as all the rest other than the fact that it would be (as others have said before) following the same rules as the other factions.
I don't understand why it is so necessary to the soviets to use munitions for teching... It has no affect on strategy (making choices between one advantage or another, e.g. grenade or arty strike). Whereas other factions have to tech completely from fuel and manpower while also having to save fuel and manpower to produce units, Soviets have a greatly OPed advantage in teching and production because they split the cost of teching and production. Teching is munitions and fuel is production. This adds to the advantage of being able to tech to tanks faster, because once you get there you have all remaining fuel during the rest of the game to build tanks. Munitions cover the upgrades.
Developers, you made a deliniation between mechanics and balance. This IS a game mechanic that affects balance. It will always affect balance. Why not make it a poll? I believe it would be in the mod's best interest. If players feel that munitions=tech/fuel=only production is unbalanced, they will cease playing. Which nobody wants. Maybe it is best to find out what the general consensus is?
Btw, I really appreciate the work done on this mod and give kudos to all the devolopers for working their a**es off and then listening to everyone critisize their work :]
