2022.01.24 17:43 technix_the_fox Don't worrt
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2022.01.24 17:43 Pygex Personal and Base nanites & Construction QOL
| There has been recent discussion on whether MAX units are balanced or how it feels to get hit by a sudden ball of force multipliers and how construction is simply irrelevant in the game. On top of that, getting double teamed or warpgated can simply deny one faction from properly playing the game. Considering the changes coming to the spawn system, it is even more important than ever that Sunderers and other spawn options are properly utilized, however, it is often a handful of players that actually set these vital spawns up for the rest of the team, draining low on their nanites only to be blown up by a sudden armor squad. The suggestions provided here are ideas that could, at least in my opinion, help with the previously mentioned issues.|
The following suggestions are made, read the post to find the proper reasonings.
#Personal and Base nanites
Each base has a maximum amount of nanites it can hold and a regeneration rate that depends on the size of the base. These nanites are used to pull MAX suits as well as all the vehicles in the game. This prevents sudden armour zergs from happening as not all the vehicles may be pulled from the same base at the same time. On the other hand, people that focus their time on placing those Sunderers for their team can use the common pool resources and are not personally penalized for trying to help out the team. The split to personal and base nanites also helps the faction with the least population to get a bit more balanced amount of power multipliers into their arsenal especially at the front lines, as it is harder to simply out populate an armour squad by pulling a lot of armour from the nearest base.
The nanites in a base do not reset upon capture, the base simply switches owner. Therefore, capturing a base with a lot of nanites becomes an important object as it provides a lot of power mulitpliers to the faction that owns it. Furthermore, hacking the terminals becomes an even more important side objective as you can steal some of your enemies resources by pulling a vehicle.
In order to avoid griefing, there should be personal timers set to place for how often a player can pull a vehicle, with smaller timer for flashes and sunderers and greater timer for MBTs for example. The MAX suits should also provide a timer upon death, however, that means if a MAX suit is returned to a loadout terminal, the resources used for the MAX suit are refunded and there will be no timer for pulling another one. This should help bring some balance between AA & AV maxes and AI maxes for their use cases as one can hop into an AA max and swap out once the air is deterred as long as the base has the nanites for the initial pull.
The warpgates should have an increased base nanite regeneration if a faction is controlling very little amount of the continent (around 15% to 10%) so that the warpgated faction can armour zerg their way out and get back into the game. Being warpgated is a severe situation as it often leaves only a couple attack locations to choose from, therefore, there is no other way to get out of the situation than to power through whatever is blocking your way.
# Construction QOL and visual Map changes
The 'regular' spawn icons in the game should be separated by clearly different shapes. As an example, circle for a regular base spawn, square for an elysium tube spawn and a triangle for a router spawn as seen in Figure 1.
Figure 1: Different types of spawn icons
Furthermore, if there is a construction vehicle terminal that the player can use, it should be clearly visible on the map. Examples for the light ground and air terminals are provided in Figure 2.
Figure 2: Light ground and light air construction terminal map icons
Using these types of icons will make it more clear on the map for what kind of spawn options you have at your disposal and provide dedicated construction builders to 'advertise' that people can spawn in on their tube and pull a vehicle for cortium if they need one. An example of an NC side of map using the example icons is provided in Figure 3.
Figure 3: Example of a map using the suggested type of icons
In addition to the icon changes, the map spawn menu should also include the option to filter spawns by vehicle type, where construction spawns should also appear if the player can use the terminals in them.
Given the proposed changes into nanites, it should also be taken into consideration if there should be heavy ground & air construction terminals also available for construction or if the current light ground & air terminals should be converted to simply include all vehicles from ground & air respectively except the Colossi. This is so that outfits that heavily rely on chain pulling galaxies for air drops can continue what they are doing but they may have to create the galaxies from cortium, depending on how often they want to ride their single use sky-whales.
##Nanite Construction Facility
In addition to the visual changes, there should be a new building available for construction: The Nanite Construction Facility or NCF. NCF would have a limit of one per base and require some cortium per second to run. It should be then feeded with cortium from an ANT or a Wasp which it then converts into nanites to the friendly bases on the hex at some determined rate.
This would make the construction bases relevant as one can boost the nanite regeneration of a base to help out their faction. Furthremore, it does not force interaction by the enemy factions as there is no win condition tied to the mechanic. Moreover, if one of the enemy factions manages to capture the base that a constrution user has been supplying hard, they just got themselves a nice little present, a base full of nanites to use. Therefore, NCFs are easier to use effectively than regular construction terminals, but they pose the risk of enemy gaining those resources if they are not used by the friendly faction as a trade off.
The proposed changes would bring better methods for balancing where and how much power multipliers can suddendly be created. With shift away from the redeploy-side it is important to provide the few players that are setting up spawns the resources they need to support their whole faction in order to keep the fights going and the game fun to play. Furthermore, it makes controlling a vehicle terminal an even more important side objective during a siege.
Warpgating a team may not be as fun as it used to be for the double teaming factions, as the third faction may pull out an armour zerg and push them out for the couple first hexes while they might have it hard time to retaliate with that push, allowing some space and choices for the warpgated faction to get back into the game.
The proposed changes into construction make it more relevant, as it provides a concrete method of providing power multipliers reliably to their faction without making them a dependency for the general type of game play or forcing the enemy team to deal directly with the bases.
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Hello! My partner and I had tickets to see The Lumineers in the Netherlands on February 22. We’re from the US and won’t be able to make due to COVID protocol. I’m having a hard time selling my tickets on ethical ticket sale sites because they’re in the EU and we’re in the US. Would anyone like to purchase our tickets? $100 for both (they were $50 and some change each so we’re not up- charging.) They’re regular tickets. Feel free to message me!
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2022.01.24 17:43 harpysschool Harpy's School for Magical Teens || Discord Hangout and RP
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