[2.24] Research Times

Discussion in 'Archive' started by bitchslap, Apr 17, 2009.

  1. bitchslap

    bitchslap Member

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    I imagine this is getting re-worked and tweaked (been too busy to test) but now that the armors have inherent strengths and weaknesses can we simply equalize all the times and cost to research them ? Engines could be left as is or marginally re-tweaked but i dont see any reason why we cant test the armors at all the same level and adjust from there if something is overpowered.

    the idea being, in a match with 2 decent comms, each team could have a unique different armor at the same time and start rolling out vehicles at each other w/o having to sacrifice any paper vehicles to stem a rush or whatnot..

    it will likely also make it easier to balance out the resists/modifiers on the armor if you notice trends in armor selection per team in the next release...
     
  2. communism

    communism poof

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    EE tree should be kept as an early game armor and there should be some type of armor that excels at late game (regen coming to mind)

    Reactive being a quick research giving you a great advantage for lights/afv's while regen being time consuming but lasting you all game and getting stronger and stronger with each chassis
     
  3. bitchslap

    bitchslap Member

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    i thought they were going with the tiered research plan where u can unlock stronger armors of the same type if u proceed deeper into a tree....


    did this get scrapped?
     
  4. Drag

    Drag Member

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    Yes.
    <filler>
     
  5. bitchslap

    bitchslap Member

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    too bad...it makes a lot of sense....oh well
     
  6. Headshotmaster

    Headshotmaster Member

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    This is Empires after all
     
  7. DrummerX

    DrummerX Empires Tyrant

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    Can't keep it simple -_-
     

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