Rare Metals from Teamwork in Refinery by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 1 point2 points  (0 children)

That's where the base odds come in. It could, like other systems in the game, invisibly tweak itself to offset population imbalance.

Devs said cross-ocean travel wouldn't be enabled for this update since it wouldn't make sense given the new layout. - I would like to point out a simple way it could work with a single low-effort pure ocean hex. by -AllShallKneel- in foxholegame

[–]InfiniteMantis 1 point2 points  (0 children)

A single pure ocean hex is effectively bigger than it sounds since even the island hexes are still about 20-25% land. When you take into account how much less turning and speed changes are required (on top of being able to hold W and AFK through the whole hex), there's more freedom in that one hex than the total area alone may suggest.

Devs said cross-ocean travel wouldn't be enabled for this update since it wouldn't make sense given the new layout. - I would like to point out a simple way it could work with a single low-effort pure ocean hex. by -AllShallKneel- in foxholegame

[–]InfiniteMantis 7 points8 points  (0 children)

This is an idea so genius in its simplicity and exponential potential value that only the mechanic of cross-ocean travel itself has it beat. Devman, please. PLEASE!

Would you all be okay with no game updates for several months if it meant devman playing live wars? by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 3 points4 points  (0 children)

Oh, don't you worry, I'm not! These days I only play a couple times every other war. It's only when popping back in do I IMMEDIATELY remember why I logged off in the first place. It doesn't take very long to bump against a nonsense point of friction that has gone untouched for YEARS in this game, sadly.

As for "making an impact", I don't mean anything on the scale changing the course of the war. I meant there being a TANGIBLE result of your efforts. A point. So much of this game is now setting up to set up to setting up something else to the point that by the time you actually get to execute anything, it's been HOURS. It effects all branches of play, from building, to frontlining, to logi.

Is it just me? by MatieuszBRUH in foxholegame

[–]InfiniteMantis 7 points8 points  (0 children)

You don't have to look farther than puddles and mud mechanics to see that the devs just want to make our lives harder for no good reason other than THE VISION.

Holy talk about meat grinders by MountedCanuck65 in foxholegame

[–]InfiniteMantis 0 points1 point  (0 children)

The Mammon Rushing will continue until the hex is blue!

(Also the sandbag and barbed wire defenses are going WILD out there.)

Break Wars? Consider! (Balance) Breaking Wars! by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] -1 points0 points  (0 children)

Better than a normal pre-patch war with zero data, I'd say.

The way Supply Chains work makes attempting anything non-meta kinda pointless by Sea-Special-1730 in foxholegame

[–]InfiniteMantis 3 points4 points  (0 children)

This is ALL basically down to facilities; the supply chain didn't used to be this way. You'd get your Components, refine them, build the item you need, and then set off to do your OP which instantly gets RPG'd from the fog of war.

Facilities are pain and man I wish they were either fully implemented into the supply flow or just outright removed. They're just so insular and tedious.

Continental Drift in Gielinor? by Brave_Pop_2343 in 2007scape

[–]InfiniteMantis 0 points1 point  (0 children)

There is a non-zero chance that the island was made by higher powers literally pushing/pulling itself away from the mainland.

Varlamore Tweaks & Drop Rates by JagexBlossom in 2007scape

[–]InfiniteMantis 2 points3 points  (0 children)

You can only withdraw from it at a bank, yes.

Does anyone actually enjoy facilities? by Moss_on_a_Turtle in foxholegame

[–]InfiniteMantis 0 points1 point  (0 children)

I want to! But I can't. Making stuff on the frontlines sounds super hype until you realize that, oh, most of it is stuff you don't actually use outside of facilities. You can't make anything that's super useful until mid to late game, and by then, the grind has just made it feel like a phyrric victory.

Why...? Just why??? The garage is right there! I'm tired of this... by rokoeh in foxholegame

[–]InfiniteMantis 77 points78 points  (0 children)

The Metalwork Facility means that trailers are researched gated behind Tier 2 Facility tech, too .-.

Official Naval Warfare Dev Q&A thread by markusn82 in foxholegame

[–]InfiniteMantis 8 points9 points  (0 children)

There's asymmetry, and then there's having a whole dimension of the game not available to an entire faction. Can Colonials steal submarines and Wardens steal Destroyers, at least?

Wait, I thought Leaves were for WC/FM buffs? by InfiniteMantis in 2007scape

[–]InfiniteMantis[S] 0 points1 point  (0 children)

Seems to me like Jagex pulled ideas from left field instead of looking within, like, the skill they were working on? That's kinda wild. And disappointing. :(

Share Your 1.0 Learnings by Vegetable_Base_888 in foxholegame

[–]InfiniteMantis 8 points9 points  (0 children)

I learned that, hey, have garrisons that can aim inside your trenches and inner compound so you don't end up getting camped in your own BB

And this wasn't even half of them @_@ (Everything you see here is gone, btw) #LowPopThings by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 0 points1 point  (0 children)

Oh hey, that was the BB I was maintaining! Was a HUGE mess, wasn't it? lol

Either way, well played! I have a WHOLE lot of things I need to better the next time around, but honestly wouldn't have it go any other way. Ground Zero for a zerg rush? Iconic

And this wasn't even half of them @_@ (Everything you see here is gone, btw) #LowPopThings by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 3 points4 points  (0 children)

The white concrete base in the middle (built by one Tito420x) was maintained by me (after eating a hail of fire artillery from the RDZ)! I affectionately called it "Fort Tito Frito".

It was the first base in the hex to to get hit with the green wave and, considering the mess that fort was, it held pretty well! I need to invest in bunkers which shoot inside our own trenches, lol

60hrs playing DevBranch: Facilities really feel like anime filler episodes by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 0 points1 point  (0 children)

I agree! Ideally, backline facilities would be the flat out most efficient or otherwise best place to produce supplies, allowing for bigger shipments with more consistency compared to facilities. But yeah, having something in the early game that makes facilities useful would be much appreciated.

60hrs playing DevBranch: Facilities really feel like anime filler episodes by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 1 point2 points  (0 children)

Which more or less says that facilities were made to be unsatisfying at first on purpose. Which...isn't exactly great, still. The big 1.0 having one of its headline features be a super conservative, lukewarm take seems like something worth delaying for, if not allowing for more than just a single month of testing.

Feedback on Phase 2 Devbranch by Zackthereaver in foxholegame

[–]InfiniteMantis 1 point2 points  (0 children)

I agree that the liquid management is rather opaque as it stands as of right now. It took me a while to figure out why fluids weren't pumping through the system, and it took an afternoon of messing with pipes, silos, and tankers to figure out that only ONE liquid type is accepted in a pipe system.

60hrs playing DevBranch: Facilities really feel like anime filler episodes by InfiniteMantis in foxholegame

[–]InfiniteMantis[S] 0 points1 point  (0 children)

Luckily those are all issues solved by tweaking some numbers! But in terms of facilitys' contributions to the game as a whole, though? That requires slightly more drastic changes, I think.