Proxy Yarding

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on December 5th, 2010, 3:31 pm
How about lowering everyone's initial repair speed and then teching up to the current speed, or even faster?
posted on December 5th, 2010, 5:06 pm
I've thought of two rather drastic possiblities. You could have repair automatically halted on attack, or just stop shipyards repairing automatically and just have starbases repair.
posted on December 6th, 2010, 2:13 pm
while proxy yarding is powerful, i don't think the issue is so much proxy yarding as it is certain races having an advantage in proxy yarding.

prime example the dominion can have a proxy yard up faster than pretty much up any race due to the nature of their miners / constructors. that proxy yard makes alot of strats possible that would otherwise not be.


if everyone could proxy equally would it still be an issue? it'd just mean both of you repairing your ships.
posted on December 7th, 2010, 3:54 am
Nodachi wrote:How about lowering everyone's initial repair speed and then teching up to the current speed, or even faster?


I like this idea a lot, make them tech to get the ability to proxy yard their way into an advantage (by the time they have tech for fast repair, enemy can kill yard easier thus balanced.)
posted on December 8th, 2010, 5:51 pm
Yandon and I were discussing it last night and agreed that one of the biggest problems in a proxy yard strat is that truly the vessels can repair at this facility so quickly as to be self-sufficient for quite some time.  This essentially negates the "con" of having a yard so far away from your own main.

  In SC2 for example, rushing things over to your opponent's front door is not uncommon, but doing so is a major risk as units cannot repair.  Sending new units over there is difficult because you have to travel and such.

  That's not really the case in Flops, I'm afraid, so it's not an area to be worked on.  That's why I think some of the questions about repairing speed came up. 
posted on December 8th, 2010, 9:15 pm
Nodachi wrote:How about lowering everyone's initial repair speed and then teching up to the current speed, or even faster?



do you think that would have an effect on mining expansions where people repair miners before they die during the early game. that may be what your trying to get rid of , but without that races that don't have fast building or cheap turrents will be at a disadvantage in comparison to those that do.

i like the idea of having the shipyard have weaker hull / shield until its upgraded.
posted on December 8th, 2010, 9:19 pm
just another idea: have a repair mode/production mode for star yards. (could upgrade to remove this restriction) - lore: hard to build a ship when you've got a broken one in the way.
posted on December 8th, 2010, 9:27 pm
But the broken one is on top, I don't see why this is such a problem. I mean its hard to hold off but if you do you have a huge advantage.
posted on December 8th, 2010, 9:30 pm
Last edited by Tyler on December 8th, 2010, 9:34 pm, edited 1 time in total.
Actually, it makes sense for a yard to suffer delays when doing both; the yard would have to split its workforce between the 2 ships. There would be less people to work on them than there would be if it's only doing a single task.

Both repair and construction would be affected by it, though.
posted on December 8th, 2010, 9:50 pm
Yea i guess, I would think that construction would halt so that repairs would be able to go on without any delay.
posted on December 9th, 2010, 3:11 pm
repairing stopping construction would be interesting lol.
posted on December 10th, 2010, 7:47 am
I made some tests on proxy yarding, epecially concerning the repair capabilities. I think there might be a problem, but I will have to investigate further. It's a rather fundamental change, so give me a patch or two :sweatdrop:
posted on December 10th, 2010, 8:43 am
Maybe you would have to add on to your yard, such as the klingons do already, you would have to add a repair facility
posted on December 10th, 2010, 12:21 pm
What about just giving the recently repaired ship a stacking debuff lasting 30secs which lowers its stats by X% each time it's repaired so when you're chain-repairing ships they get weaker and weaker until it's useless.

Excuse could be getting patched up over and over again on the fly in the middle of a battle eventually takes its toll on the ship.
posted on December 10th, 2010, 12:40 pm
What about just giving the recently repaired ship a stacking debuff lasting 30secs which lowers its stats by X% each time it's repaired so when you're chain-repairing ships they get weaker and weaker until it's useless.


That would make a repair useless. I'd rather put it back anywhere on the map and wait for self-repair. Decreasing stats is not an option.

If you build a proxy yard, it would be cool, if it only can do one thing: Repairing or Building. When you build a ship, you cant repair. If you repair, you have to wait until the repair is complete and THEN you can start construction.

Also the repair rate of vessels could be done /3 per time. So the ship will sit in the yard unable to do anything while the enemy fires.

A cool feature would be this:
Hot-Dock for dominion shipyards:

A dominion ship can dock onto the shipyard giving it turret abilities. The shield regeneration and hull repair rate is increased by a large amount, but the ship cant move.

While the ship is fused with the station, it can be attacked and destroyed, but the station will give the ship enormous regen-rates. This could be a good "frontline" tactic, a little more offensive turtling so to say.

In order to hot-do(g)ck, you need hot-docking-places that are only available after research and building them out.


--> A yard could be a pretty good turret. Disadvantage:
In order to repair your ships, you MUST set them into such a hot-dock. There is do other way to repair them.

So, you get back to the shipyard, get into the hot-dock and will have an increased repair and regen-rate, BUT not such "instant" like we have now. Because this is a pretty heavy penalty, you get the ability, to fire from such a hot-dock and you have more than one...

Advantage:
- The instant-repair is no longer a flaw and enemy ships which are short on lifepoints will die... even with increased regen.
- You can repair 4 or 6 or 8 ships at once (No road to disney land)
- While hot-dock is active, you cant build ships or the construction is halted
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