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WildHeart

FXMod Suggestions

May 30th, 2015
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  1. 30th May 2015
  2.  
  3. * Make “Survival” / Bentusi Defense mode only available in player vs. CPU mode to prevent confusion.
  4. * Make Kushan/Bentusi only available in player vs. CPU mode to prevent confusion.
  5. * In v1.08, custom maps are no longer supported. It would be great if the FXMod uses the maps in /leveldata/multiplayer like in v1.05 instead of using the maps found in the FXG.big file.
  6. FX mod exclusive maps..they are of great quality. A lot of detail has gone into them, and I'd personally rate them on par with the vanilla HW maps. Perhaps could put the .level files of the FXMod maps in v1.08 up for download so that people can manually download/add them to the /leveldata folder. Would make things a lot easier. You could add a copyright note saying these maps belong to 9CCN in the .level files and/or download description if desired.
  7.  
  8. BUGS
  9. -----------
  10. KUSHAN
  11. * Sensor array doesn’t work.
  12. * Drone frigates only deploy drones once. When withdrawing drones, they never deploy again when ordered.
  13.  
  14. TURANIC RAIDERS
  15. * Ships still get stuck in outpost when docking
  16. * "I was capping a TUR ion array frigate as TUR player, and when I capped it it kept trying to kill my units. It did no damage to them but still" (TAW_Aeri)
  17. * Siege frigate no longer captures faster and damages enemy vessels while on F4 / aggressive mode (despite unit description saying they have that ability)
  18.  
  19. KADESHI
  20. * Kadeshi CPU doesn't build anything once the Khar-Toba is dead (v1.05)
  21.  
  22. HIIGARAN
  23. * HGN still use HW2 Pulsar Gunship model
  24.  
  25. BALANCE
  26. -----------
  27. * Kadeshi are too strong at the moment (v1.05, v1.08). Some races (TUR) cannot match them.
  28. -- Swarmers (normal and assault): Either lower squadron size by 1 -or- lower their armor value (e.g. swarmers 900 -> 750).
  29. -- Advanced Assault Swarmer: Lower damage of Gemini missile a bit OR increase gemini missile reload speed. Also increase RU build cost for this unit (600 -> 850).
  30. Why: They can one shot motherships with just enough numbers. They are very durable too, and cheap. With adv.assault swarmer there is no need to bring needleships/MBF to battle, which should be part of KAD playing style.
  31. -- Armed Infiltrate Pod: KAD have such strong units, I don't think they need an infiltrate unit. May as well remove it.
  32.  
  33. * Taiidan in v1.08 have to build all research ship modules as -units- from flagship/carrier (they don't count as subsystems, and you can no longer build them from research ship) -> this slows TAI down by a -lot- since research ship modules take up space for building combat units. By the time enemy strikecraft comes at you, you may have 1-3 squadrons ready at most -> lose.
  34. --Restore the 'build research ship subsystems from research ship' system OR add multi-queue system like in regular HWRM OR give Taiidan flagship +30% production speed research option to compensate.
  35.  
  36. SUGGESTION - RACES
  37. -------------------
  38. * Kushan and Bentusi are for 'fun' / unbalanced races I heard. So, they should be available in vs. CPU only to prevent confusion.
  39. -- If you are planning to add Kushan to '6 balanced multiplayer races' system, see the suggestions I gave you before.
  40.  
  41. * Add minor differences in RU collection style for some races (like in FX v1.88). Gives them more personal touch.
  42. -- Turanic JunkYard Dog: more armor (2000 -> 3200), bigger RU loads, slower RU gather speed.
  43. -- Kadeshi RU collector: less armor (2000 -> 1500), smaller RU loads, faster RU gather speed.
  44.  
  45. * HIIGARAN: I think they are the technology race, but they still need some updates/balance to match the other races.
  46. -- Enable MultiGun Corvette construction. They could require modules that are build later in the match so that they are not available immediately at the start.
  47. -- Make HGN only race to not get damage penalty to capital ships (frigs still take damage) when forced to exit hyperspace because of HS inhibitor -> fits in with technology advantage.
  48. -- Make HGN only race whose Capital ships can hyperspace jump without HS module or when not near other ships with HS module (Vaygr need HS module on cap. ships, other races' ships need to be near unit with HS module)
  49. -- Restore speed/armor upgrades, remove firepower upgrades. HGN more movement speed/manoeuvrability, VGR slower speed/manoeuvrability but more firepower.
  50. -- Return HGN Scout EMP/sensor ping research.
  51. -- Restore production of hyperspace sensors. Only race to detect HS jump of other ships since they technology race.
  52.  
  53. * VAYGR
  54. -- Not lv3 armor for strikecraft. I suggest Lv1 armor fighters, lv2 armor corvettes max.
  55. -- BattleCruiser should be able to build Fire Control Tower & HS Module
  56.  
  57. * TAIIDAN
  58. -- See above (multi queue or add imp.production research for flagship only, since TAI flagship = core of fleet, central role. Also helps combat the new massive delay from having to build research ship subsystems as units)
  59.  
  60. * PROGENITOR:
  61. -- I suggest adding +30% production speed research after eternal force module has been built on Balcora Gate.
  62. -- Progenitor Drednaught has more armor (400k) than Sajuuk (300k), this doesn’t make sense. Should be other way around (Dred 300k armor, Sajuuk 400k)
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