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Feature: Re-balance T1-T3 Engineers
Current: All engineers (except Sparky) have ratio of build rate to mass cost equal to 0.096
- T1 Engineer has 05.0 build rate / 052 mass costs = 0.096 ratio
- T2 Engineer has 12.5 build rate / 130 mass costs = 0.096 ratio
- T3 Engineer has 30.0 build rate / 312 mass costs = 0.096 ratio
- T2 Sparky has 18.0 build rate / 225 mass costs = 0.08 ratio
As result of that, most players (in air/navy slots) build a lot of T1 engineers because it is faster to build them and T2-T3 engineers are not cost efficient to increase build power. Aslo, T1 engineers cause a lot of path finding issues in bases and decrease sim performance.
Expected: All engineers should have different ratio of build rate to mass cost so higher tech engineers are less costly to build to gain more build rate.
- T1 Engineer should have 05.0 build rate / 052 mass costs = 0.096 ratio (unchanged)
- T2 Engineer should have 15.5 build rate / 130 mass costs = 0.120 ratio (+25% increase)
- T3 Engineer should have 45.5 build rate / 312 mass costs = 0.145 ratio (+50% increase)
- T2 Sparky should have 22.5 build rate / 225 mass costs = 0.100 ratio (+25% increase)
With these changes players will not have to build so many T1 engineers and thus improve sim performance.
Alternatively/Additionally, higher tech engineers should have larger build range so they can assist factories from larger range and thus they can operate more efficiently in bases than T1 Engineers.
- T1 Engineer should have 05.0 build range (unchanged)
- T2 Engineer should have 07.0 build range (+2 increase)
- T2 Sparky should have 07.0 build range (+2 increase)
- T3 Engineer should have 09.0 build range (+4 increase)
- T3 SCUs should have 15.0 build range (+5 increase)
so instead of a flat mass->build ratio, a linear increase in mass -> build power efficiency. makes sense.
I agree on that, I think this is a good idea.
@Tagada14 Close this if balance team dose not see this to be changed
I'd like to add to it that changing this in favor of t2 / t3 engineers is a reasonable performance gain.
There was a discussion about a similar proposition in the balance team when I first joined and the consensus was that it's not something we want to implement. Instead, we buffed the build range of higher-tech engineers. I will see what the rest of the Balance team thinks about it now.
We have discussed this again and the higher-tech engineers will get a bit more BP