More rebalancing!

Discuss the future of Warzone 2100 with us.
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Zarel
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Re: More rebalancing!

Post by Zarel »

Per wrote:We could easily do something about that.
Backwards-compatibility! D:

Plus, I'd have to modify Warzone Guide, which is currently set up to deal with exactly six types. D:

You're right, though. I'm just using it as an excuse not to add any more types, since I think the game is good enough with six.
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Re: More rebalancing!

Post by Deus Siddis »

Zarel wrote: We only have 6 types. The only other type I can replace is bunker buster, and I don't think I should. And rockets/missiles are diverse, they include MRL, a very good anti-hardcrete, bunker buster, a very good long range anti-bunker, SAMs, very good anti-air. They don't come with any good anti-cyborg defenses, but they have everything else covered, and they're already way more diverse than most other subclass progressions.
So what is the problem then? You have 1 missile line for every occasion, except that you have 2 lines that are strong against vehicles (especially heavies) and 0 lines that are strong against cyborgs. Just move the one extra anti vehicles missile (pod rockets) over to be focused against cyborgs instead and it is mission accomplished. Symmetry, intuitiveness, balance.
And as we learned, having a long range high damage weapon is simply too overpowered without specialization. And taking away the high damage aspect of rocket/missiles? No way.
I don't understand where this is coming from, but I am talking about missiles as a group, I never said one single missile weapon should be powerful against everything.
No. There is no "useless research fodder". Everything you research has a purpose other than just being a prerequisite for other research. Granted, few people ever use Command Relay Post, but it does serve a purpose. ;) In any case, upgrades are very important, and researching them is an important part of Warzone strategy, and removing them would change Warzone far too much, and for the worse.
I am not sure you understanding specifically what I mean- you would still have to research, say, a hyper velocity cannon to use it, but you wouldn't have to research like 6-12 individual upgrades for it, it would just come with static stats. This would bring research time for a game down from something like 6 hours (for a player without a research partner who is diverting resources for actually building and losing weapons in combat as well) down to maybe 1 hour. Then you just make it take twice as long to research each new technology and you are back to something sane like 2 hours, or make it take 3 times as long to research a new technology and you can have the tech tree in 3 hours.

Because who realistically has 6 hours to play at once?

And who can realistically fight battles in 3 hotspots around a large map, while microing vtols, AND constantly be reloading the research facilities with a constant stream of more of the near endless supply of upgrades for the weapons he has already had to research, so that he doesn't get behind in the arms race? That is just too much damn micro, imo.
I'm considering a number of methods to prevent the early game from being a mindless truck rush, but I think moving borg factory up to the top would be a bit too much. It's fine where it is right now. Remember, Machinegunner no longer has to be separately researched, either.
It isn't so much that there is anything wrong with where it is now, it just would be better and make more sense for it to be available immediately. There's nothing about cyborgs that should make them even a little bit more late game than vehicles, if anything it would make more sense if the situation was reversed, because cyborgs don't require modular designing, they are cheap, they are fast to build and they are cut down by the starting weapons- they are as basic as it gets.
I probably will at some point.
Cool.
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Re: More rebalancing!

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ThomasCarstein wrote:PLEASE consider, that not all players are hellbent on finishing the game in under 15 minutes with 1 truck rush :P
Me & my friends actually ENJOY researching stuff for more than 1 hour before we start whacking eachother with advanced weaponry, so at least leave players like us the fun of the original full game and make a minimal skinny version mod if you wish to play like that...
I never thought I would be the one saying this to someone, but you sir, are a casual gamer. :P
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Re: More rebalancing!

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I rarely see borgs being used... maybe a beta rebalance mod should be made for playtesting, with cyborgs + the factory available immediately (or rather machine gunner at the same time as mg viper wheels).

While on the topic of removing redundant research for cyborgs - ie research machine gun, then research the machine gun cyborg - > change to just research the machine gun.
Can we do the same for their armor upgrades.

Why do I have to research say.... Dense Composite Alloys, and then..... Cyborg dense composite alloys, shouldn't the suit use the same alloys? just in a different chassis (exo skeleton-powersuit vs tank).

The one game I used cyborgs, was manahatten, in conjunction with the cyborg transport, but my attack was delayed quite a while as I brought my cyborg alloys up to the level of my vehicle alloys - or at least close, I got impatient and my ally Frox was getting the upper hand establishing a beachhead with a hover truck+artillery - and I didn't want to miss out on the glory (of course I was supporting him with hover tanks to fight the enemy hovertank counter attacks)

Can we get rid of separate vehicle/cyborg armor upgrades?

Right now the vehicle upgrades unlock the cyborg upgrades.... so if you concentrate on cyborgs, you still have to research the useless (for your play style) vehicle upgrades, and then the cyb upgrades, which is expensive, so I just ditch the cyborg upgrades and stick with vehicles, and spend the money I could have spent on cyborg armor on weapon upgrades and such instead.
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Re: More rebalancing!

Post by Per »

3drts wrote:Can we get rid of separate vehicle/cyborg armor upgrades?

Right now the vehicle upgrades unlock the cyborg upgrades.... so if you concentrate on cyborgs, you still have to research the useless (for your play style) vehicle upgrades, and then the cyb upgrades, which is expensive, so I just ditch the cyborg upgrades and stick with vehicles, and spend the money I could have spent on cyborg armor on weapon upgrades and such instead.
Having two separate research branches is a good thing, and what you mention of vehicle requirements for borg branch should be fixed, instead of simply merging them.
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Re: More rebalancing!

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I guess that works for me too.

I would certainly think of it as an improvement

I've never tried to have a cyborg focus, because I have to research vehicle upgrades.
I suppose if I could research just cyborg armor upgrades, I might try focusing on them.

But if they were combined, we might actually see combined arms.... forces of tanks and cyborgs...
Right now to do that would be a waste - mediocre armored cyborgs, mediocre armored tanks, when you could have tanks with really good armor, produced at the same cost as the mediocre armored tanks.

And as I mentioned above.... a late game cyborg drop is either going to be really late game when cyb armor catches up, or its going to be some loads of really fragile cyborgs.

I tend to think of units as falling in 3 groups: Tank, VTOL, Cyborg.
If cyborgs have their own armor - why not VTOLs? They have their own factory upgrades after all, just like cyborgs....
In terms of behavior, I see more in common between Cyborgs and Ground Droids, than between air and ground droids
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Re: More rebalancing!

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Deus Siddis wrote:So what is the problem then? You have 1 missile line for every occasion, except that you have 2 lines that are strong against vehicles (especially heavies) and 0 lines that are strong against cyborgs. Just move the one extra anti vehicles missile (pod rockets) over to be focused against cyborgs instead and it is mission accomplished. Symmetry, intuitiveness, balance.
0 lines that are strong against cyborgs?

Have you forgot about machinegun? Laser? Mortar? Even MRL is pretty decent against cyborgs.

The biggest reason why cyborgs are so underutilized most of the time is because of machinegun. Everyone spams MG towers, so cyborgs are mostly powerless against them.
Deus Siddis wrote:I am not sure you understanding specifically what I mean- you would still have to research, say, a hyper velocity cannon to use it, but you wouldn't have to research like 6-12 individual upgrades for it, it would just come with static stats. This would bring research time for a game down from something like 6 hours (for a player without a research partner who is diverting resources for actually building and losing weapons in combat as well) down to maybe 1 hour. Then you just make it take twice as long to research each new technology and you are back to something sane like 2 hours, or make it take 3 times as long to research a new technology and you can have the tech tree in 3 hours.

Because who realistically has 6 hours to play at once?

And who can realistically fight battles in 3 hotspots around a large map, while microing vtols, AND constantly be reloading the research facilities with a constant stream of more of the near endless supply of upgrades for the weapons he has already had to research, so that he doesn't get behind in the arms race? That is just too much damn micro, imo.
Again, this would change Warzone too much. The current way seems good enough to me.
Deus Siddis wrote:It isn't so much that there is anything wrong with where it is now, it just would be better and make more sense for it to be available immediately. There's nothing about cyborgs that should make them even a little bit more late game than vehicles, if anything it would make more sense if the situation was reversed, because cyborgs don't require modular designing, they are cheap, they are fast to build and they are cut down by the starting weapons- they are as basic as it gets.
Again, the main problem is that it would change the game too much. I've been considering starting with cyborgs many times. It's an interesting idea, but it's not feasible enough.

Also, cyborgs are not as basic as it gets. Viper Wheels tanks are cheaper, and have lower armor and HP, than cyborgs.
Per wrote:Having two separate research branches is a good thing, and what you mention of vehicle requirements for borg branch should be fixed, instead of simply merging them.
You misinterpret. There are no vehicle requirements for borg branch. He's arguing that researching vehicle upgrades doesn't give him cyborg upgrades.

I hope he realizes structures have separate upgrades, too. You want lots of good things, you upgrade everything equally. The way the research tree is set up, you should have an advantage over anyone who researches only one thing.
3drts wrote:I rarely see borgs being used....
You're not playing the right games. Borgs are very popular in the Rebalance games I've played. I should really downgrade them a bit more, if anything.
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Re: More rebalancing!

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Deus Siddis wrote:I am not sure you understanding specifically what I mean- you would still have to research, say, a hyper velocity cannon to use it, but you wouldn't have to research like 6-12 individual upgrades for it, it would just come with static stats. This would bring research time for a game down from something like 6 hours (for a player without a research partner who is diverting resources for actually building and losing weapons in combat as well) down to maybe 1 hour. Then you just make it take twice as long to research each new technology and you are back to something sane like 2 hours, or make it take 3 times as long to research a new technology and you can have the tech tree in 3 hours.

Because who realistically has 6 hours to play at once?

And who can realistically fight battles in 3 hot spots around a large map, while microing vtols, AND constantly be reloading the research facilities with a constant stream of more of the near endless supply of upgrades for the weapons he has already had to research, so that he doesn't get behind in the arms race? That is just too much damn micro, imo.
Zarel wrote:Again, this would change Warzone too much. The current way seems good enough to me.
- Hmmm, interesting. Too bad Skrim did not release his implementation mod. Proof is in the pudding - as in most cases, much MP play-testing.. Anything less is like a leap of faith or just plain personal taste which is fine if attested to as such.

- There were many major changes WZ under went between v.1.0 retail and the last Pumpkin patch v.1.10 that substantively impacted game play in Ski and MP because that was Pumpkin's fundamental mantra of game play evolution. Like for example, the Troop transport... wasn't in the original game and was not even on any Pumpkin mind till fan Toricat suggested it and viola Pumpkin put it in.. other examples like that over the course of the 10 patches (another like this would be "Build Queuing"). WZ was an acknowledged unfinished game across the board when Pumpkin was forced to abandon its development ... Heck, Pumpkin put stuff in WZ that they loved but then took out because a 1000+ MPers didn't like it. But that was a capitalist model of doing business which is quite different than FOSS.

- Regards, whipper.
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Re: More rebalancing!

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Zarel wrote:- Hmmm, interesting. Too bad Skrim did not release his implementation mod. Proof is in the pudding - as in most cases, much MP play-testing.. Anything less is like a leap of faith or just plain personal taste which is fine if attested to as such.
Well, it's not just that it would be different. It's that MG Viper Wheels are weaker than MG cyborgs, so they should clearly go earlier in the tech tree.
Zarel wrote:- There were many major changes WZ under went between v.1.0 retail and the last Pumpkin patch v.1.10 that substantively impacted game play in Ski and MP because that was Pumpkin's fundamental mantra of game play evolution. Like for example, the Troop transport... wasn't in the original game and was not even on any Pumpkin mind till fan Toricat suggested it and viola Pumpkin put it in.. other examples like that over the course of the 10 patches (another like this would be "Build Queuing"). WZ was an acknowledged unfinished game across the board when Pumpkin was forced to abandon its development ... Heck, Pumpkin put stuff in WZ that they loved but then took out because a 1000+ MPers didn't like it. But that was a capitalist model of doing business which is quite different than FOSS.
That's interesting, though. What did they take out because 1000+ players didn't like it??
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Re: More rebalancing!

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Zarel wrote:...although this is just excessive. You do realize you can start games in T3, right? Turtling and researching up isn't very fun unless you have to defend against people who use different strategies. If everyone does it, it's just a waste of time.

Unless you play with very limited oil, so you have to be careful in choosing what to research. But too many people I see who want to play with build times above half an hour also play on maps with tons of oil, defeating the whole point.
Hm, you're right about starting the game in T3; we have played with a T2 starting base mostly (realized it just now, sorry about that :rolleyes: ), so i guess that if you start with T3, the gameplay gets faster anyway. As for using different strategies, I have found out during my playing, that players, who DON'T HAVE an extensive knowledge about the existing research options, requirements, body types, propulsions, structures and weapons, tend to make different types of vehicles, bases, defenses etc. depending on their structures (more on this a bit later), their sequence of research, and so on; so for instance one player had fully upgraded & very tough base structures but only medium body vehicles with medium weapons, while another one had weak base structures and only the basic bunkers built while he had heavy body VTOL bombers... But once the players go PRO, they probably study the research & build tree extensively and then they all go for the same basic sequences, which have proven the most sucessful (build this, then that, to get this for doing that).
So to recap: judging from my my playing expiriences so far players, who aren't very expirienced in the game mechanics, tend to play quite differently from one to another; I'm just trying to remind all the proffessionals, that such players also exist and they deserve the option to have so many different choices of playing.
Zarel wrote:One of these days, I'll make an "original 1.10 balance" mod.
I'm very happy to hear this; in this way players who would like to play the "vanilla" version of Warzone (for whatever reason), will get their chance & wish; that's a great idea IMO.
Zarel wrote:Regardless, why do you want structure requirements in the game? They're confusing for newcomers, since the research tree doesn't seem to be based on any prerequisites other than other research. Some of the developers only learned that technologies can have structure requirements when they read the changelog for Rebalance. This makes it so some players never find some technologies, if they never bother to build the corresponding structure. And some of these technologies are fun, and those players might never be able to experience the wonder of, say, Cyborg Transport.

Could you explain what exactly you like about structure prerequisites? I don't want to remove them if there's a good reason they should stay, and I would greatly appreciate if you could give me one.
THIS is exactly the thing i talked about earlier: players who literally "don't know what's waiting around the corner" and don't have an extensive knowledge of the game mechanics, will build & research different stuff at different stages in different ways and so get different configurations and results.
I realise that you may think that this is unfair for some players (especially new ones), as they lost just becouse they didn't build one structure and so didn't get some other upgrade. But hey, that's the point of playing a game with 4000 + different possibilities xD You have to get so intrigued by the question "Hm, I wonder what I could build or do if i had made THIS before/after/instead of THAT?", so that in the next game you go: "Ok, i made this stuff in the last game, now I'll do THIS instead of THAT and see what happens and how i can use it!" That is also in my opinion one of the reasons that structure requirements were implemented in the first place.
As for confused new players: EVERY new player is confused to some extent in EVERY game - and that's the point: if you play the game more and over a longer period of time, you get less & less confused, since you know more about it ;) That is also why multiplayer games are mostly named differently: "newbie" for new players and "pro" for pros, also "rush" for rushers. The only thing any new player has to do, is FIRST do the tutorial (that's why it's here for), then play & finish the CAMPAIGN (where you learn ALL most important things, sequences and strategies), then you can go play multiplayer against a computer oponent to try out strategies etc. in real time under pressure, only then you go play against another human opponent; at least i think most people start to play games in this way.
Anyway: all the most sucessful builds, strategies and the quickest ways to win the game are posted on many different places on the relevant sites FOR YEARS, so if anyone want's to know them, he will go on the net and find out about them; BUT like I said earlier: please consider that there are stil players out there who want to EXPLORE the game by themselves, becouse they have FUN doing it and they ENJOY exploring all the niches, nooks & cranies (even if they go into a one way street and get stuck - defeated, they will next time know which way not to go and do stuff differently).
Zarel wrote:Many times, when I think about "fixing" one of the "broken" aspects of the balance, I ask myself, "Why did Pumpkin do it this way?" or "Why did Troman do it this way?" and "Is my way really better?" and a lot of the time, I don't have a good answer.

I mean, sometimes, it was an obvious mistake they made - such as Pumpkin misspelling "Incendiary" or Troman never getting around to balancing T3 weapons or some later cyborgs (which can get pretty amusing - look at the 2.1 stats: Assault Gunner is weaker than Machinegunner). Other times, I don't know - such as Pumpkin pricing HPV hardpoint research at 3x the price of HPV research, or Troman reducing the price of all bodies so they're roughly equal - and when I change them, there's always some kind of doubt in my mind about whether I'm really doing the right thing.

So if you have ideas about why Pumpkin or Troman didn't do it "my way", I'd very much like to hear them.
Well, I don't have an extensive knowledge of the different weapons and vehicles in the game, but like i said earlier, i THINK that Pumpkin also thought of the "newbie" and "mediocre" players as much as they thought about the "profesionals", that is probably why they enabled so many different variations of design, base building and vehicles: so that the ones who like to research different ways and options can do so; the profesionals will surely find out the most sucessful builds by themselves and use them against eachother, but in the end not everybody who will play the game has a desire or plan to become a pro or play like one, some will always play it just for the fun and exitment of trying out different configurations.
I am one of the latter ones and as such I would like to have the option to play the whole upgraded game (NOT a mod) in a way which enables me to have fun my way - becouse i know, that the pros, who want to beat all opponents as fast and efficient as possible, aldready KNOW how to do it and will do it regardless of me having fun exploring all the other stuff. I'd just like to say that you guys are developing and remaking the WHOLE game which will be played by MOST people regardless of their expirience level; if you want to make a game that is easier for pro's, then please think of implementing a mod or different branch, don't redisign the whole BASIC game to fit only one segment of the players (take a look at all the different PRO-mods for Quake arena and lots of other games - they all just change the game after the player enables/implements the mod, otherwise it is still the same game).

I'd be also happy to hear what other types of players think about this...

See you around, bye! T.
Last edited by ThomasCarstein on 06 Apr 2009, 01:03, edited 2 times in total.
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Re: More rebalancing!

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ThomasCarstein wrote:THIS is exactly the thing i talked about earlier: players who literally "don't know what's waiting around the corner" and don't have an extensive knowledge of the game mechanics, will build & research different stuff at different stages in different ways and so get different configurations and results.
I realise that you may think that this is unfair for some players (especially new ones), as they lost just becouse they didn't build one structure and so didn't get some other upgrade. But hey, that's the point of playing a game with 4000 + different possibilities xD You have to get so intrigued by the question "Hm, I wonder what I could build or do if i had made THIS before/after/instead of THAT?", so that in the next game you go: "Ok, i made this stuff in the last game, now I'll do THIS instead of THAT and see what happens and how i can use it!" That is also in my opinion one of the reasons that structure requirements were implemented in the first place.
Well yes, but players who "don't know what's waiting around the corner" know that research topics have prerequisites, but they don't know that there are structure prerequisites. Players who play casually generally want to figure things out on their own, and obscure mechanics like structure prerequisites actively hamper that. While trying to figure out what the prerequisites of something are, they might come to strange incorrect conclusions based on lack of knowledge of the structure prereq mechanic, and that would frustrate them.
ThomasCarstein wrote:Well, I don't have an extensive knowledge of the different weapons and vehicles in the game, but like i said earlier, i THINK that Pumpkin also thought of the "newbie" and "mediocre" players as much as they thought about the "profesionals", that is probably why they enabled so many different variations of design, base building and vehicles: so that the ones who like to research different ways and options can do so; the profesionals will surely find out the most sucessful builds by themselves and use them against eachother, but in the end not everybody who will play the game has a desire or plan to become a pro, some will always play it just for the fun and exitment of different configurations.
I am one of the latter ones and as such I would like to have the option to play the whole upgraded game (NOT some mod) in a way which enables me to have fun my way - becouse i know, that the pros, who want to beat all opponents as fast and efficient as possible, aldready KNOW how to do it and will do it regardless of me having fun exploring all the other stuff. I have to finish writing now (some stuff to do), I'd just like to say that you guys are developing and remaking the WHOLE game which will be played by MOST people regardless of their expirience level; if you want to make a game that is easier for pro's, then please think of implementing a mod or different branch, don't redisign the whole BASIC game to fit only one segment of the players (take a look at all the different PRO-mods for Quake arena and lots of other games - they all just change the game after the player enables/implements the mod, otherwise it is the same game).
Many of my changes are aimed at players at every experience level. I can't even think of a change that would be good for hardcore players but bad for casual players, and we definitely would not implement it if someone were to think of it.
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Re: More rebalancing!

Post by 3drts »

You misinterpret. There are no vehicle requirements for borg branch. He's arguing that researching vehicle upgrades doesn't give him cyborg upgrades.
Hmmm, just checked....

http://wzguide.co.cc/r/cyborgdensecompositealloys

I thought to research Cyborg dense composite alloys, you first needed the get vehicle dense composite alloys (and as a result, you also needed to research certain bodies)

Has it always been that way? or was that part of the changes going to 2.1 from 1.10 stats?
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Re: More rebalancing!

Post by Deus Siddis »

Zarel wrote: 0 lines that are strong against cyborgs?

Have you forgot about machinegun? Laser? Mortar? Even MRL is pretty decent against cyborgs.
No, 0 lines of missile weapons that are strong against cyborgs. There is a missile line specialized against every kind of target except cyborgs. I am only talking about missiles right now.

. . .I really wish this forum just allowed you to use multi quotes.
The biggest reason why cyborgs are so underutilized most of the time is because of machinegun. Everyone spams MG towers, so cyborgs are mostly powerless against them.
Well that is a good reason to make cyborgs available immediately or modify MG or towers stats or place on the tech tree, but I don't see how it relates to missiles.
Again, this would change Warzone too much. The current way seems good enough to me.
Well how about changing it less then by only removing the "MK" upgrades? So for each weapon line you have one range upgrade, one refire upgrade, one damage upgrade and one refire upgrade. That is one upgrade per category instead of three, that reduces research from 12 upgrades to 4 upgrades per weapon, while preserving the strategic decision making behind choosing which kinds of upgrade you want to buy for which individual technology.
Also, cyborgs are not as basic as it gets. Viper Wheels tanks are cheaper, and have lower armor and HP, than cyborgs.
Has that always been the case or did cyborgs become stronger than light vehicles after the commercial release?
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Re: More rebalancing!

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Zarel wrote:Well yes, but players who "don't know what's waiting around the corner" know that research topics have prerequisites, but they don't know that there are structure prerequisites. Players who play casually generally want to figure things out on their own, and obscure mechanics like structure prerequisites actively hamper that. While trying to figure out what the prerequisites of something are, they might come to strange incorrect conclusions based on lack of knowledge of the structure prereq mechanic, and that would frustrate them.
Hm, that's true... actually the more i think about it, I can't see the point in requiring a hardpoint research to get something totaly different, either. That's the nice thing of a conversation: getting new views & ideas :)

EDIT: Well, how about getting rid of just the unobvoius ones like hardpoints and strongpoints, but leaving the basic ones like fastories, research centers, vtol factories etc.? You can say that probably a thing that is needed for the construction can only be made in that facility or with it's help... But i'll not press my point since it's a bit vague :-S
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Re: More rebalancing!

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Deus Siddis wrote:I never thought I would be the one saying this to someone, but you sir, are a casual gamer. :P
Hehe, yeah, i know and i like it this way :3 I mostly play games for the fun of playing and not to win/finish as fast as possible ;)