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[RA] War Factory quicker production cap and Barracks price increase. #13669

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[RA] War Factory quicker production cap and Barracks price increase. #13669

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SoScared
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@SoScared SoScared commented Jul 20, 2017

Following #13640

  • Barracks: Price $500, up from $400
  • War Factory: Production caps at 4 structures (100, 75, 60, 50) instead of 7 (100, 85, 75, 65, 60, 55, 50).

I initially on #13640 to keep away from balance changes that could jeopardize the playtesting of the Hitshape/UnitStance changes but after some deliberations I believe it's worth adding to the playtest a couple more changes from the playtest series.

The barracks price increase isn't really new, was added onto the experimental series and has more or less been anticipated by the playing community and hailed as a step in the right direction. With the UnitStance the Barracks loses an additional role as a damage soaker so I thought of hold of the change but the reward of putting a dent on to the infantry production makes the change worth doing still.

The War Factory cap being the most intriguing change of the two was introduced to the v1.6 playtest series right off the bat as a 'work or die' feature that after hundreds of games ended up as a background feature - meaning it doesn't really add to the game until mid-late game or in big team games. Initially players attempted to take advantage of the 2nd War Factory reducing production time early by 25% in order to execute new aggressive strategies, however quickly faded as the expansion and tech route inevitable dominated it. The super fast tank/vehicle rushes (e.g. 9 second Light Tanks with 4 WF's!) just don't happen. Thus it ended up as a feature I initially hoped for, although less prevalent, as an option later in the game that expands the range of strategies.

In addition to that the $2000 War Factory never really gets to have its production time for its units decreased as its pricing makes additional structures very low priority throughout all matches. This is not the case for all other production queues including building production where the MCV production despite being expensive, is well integrated in the meta and part of just about every strategy. As for the reduction values themselves they're really just the 1st,3rd,5th,7th value of the original 7-steps reduction values for the rest of the production decrease.

@@ -18,6 +18,7 @@ Player:
LowPowerSlowdown: 3
QueuedAudio: Building
SpeedUp: True
BuildTimeSpeedReduction: 100, 75, 60, 50
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@pchote pchote Jul 20, 2017

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IMO introducing different speedups for each queue hurts the simplicity of our gameplay rules, which is a downside for casual players. Would it be possible to apply these same rates to all of the queues?

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I don't think so. The price differentials makes the speed-ups inherently different that changes affecting prices would have to be considered.

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@SoScared SoScared Jul 20, 2017

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The WF is very unique in that its production is not taken full advantage of because of its pricing. Deviating from the rule for this particular queue I believe wouldn't be experienced as confusing and the upsides are imo strong enough to justify it.

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@SoScared SoScared Jul 20, 2017

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Also just for clarification, technically this queue picks off every other value in the original scale. So 100, 85, 75, 65, 60, 55, 50 where the bold values represents the WF queue.

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I can relate to what pchote is saying. For several months I was under the misunderstanding that production speed was a flat 7% per extra building up to 7 buildings. I didn’t realize that earlier buildings had more impact than late ones, which resulted in some poor theorycrafting towards my build order. Different rules could add some misunderstandings for players.

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@SoScared SoScared Jul 20, 2017

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The irony of this is, players remembered the 4-series WF queue values in the playtest with ease compared to the 7-part default value. I'm all for streamlining features for ease of understanding by the players but in this case compared to the default value the difference would be negligible and if desired the core problem with the default values could be handled separately.

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Do we have a tooltip somewhere listing these values?
If not we probably should add them somewhere, if we do then I would think the extra complexity would be worth it since the war factory is in a special place (being so expensive)

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@SoScared SoScared Jul 21, 2017

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The queue build menu tabs would be the place to display that information but would likely make the tooltip look bloated. Except for the unit icon tooltips (build time) the game has no way of displaying specific values to the player.

@SoScared SoScared closed this Jul 21, 2017
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pchote commented Jul 21, 2017

I have removed several off topic and bad spirited comments from this PR.

One relevant sentence was removed in the crossfire:

The content on this PR can be brought along another time and place. New playtest is out.

So we can reevaluate this PR once we have feel for player feedback and how to deal with said feedback for the next playtest.

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4 participants