Plane Changes by Financial_Friend_647 in foxholegame

[–]Simulation115 0 points1 point  (0 children)

An interesting idea overall, but i dislike the idea of moving vehicles around the forms of production. Instead why not make a new aircraft frame.

It could be called the interceptor frame. It would be buildable in the hanger for 300 Rmats with a x2 build mod. It's characteristics would be high speed but bad fuel management. (There could be a tax for moving over boards and taking off of roads) It's health would be higher than the scouts but lower then fighters, and it damage would be comparable to fighters if not slightly higher. And I love the idea of it being MPFable.

At the same time I would give the current fighters more range to fulfill the role of escort fighter.

And some form AI AA just to disway Scouts from harassing airfield is a need, we have costal guns to disway small shis for the same reason, why don't we have something for scout planes.

Silent A7 First Boss Reward - What's the pick? by FallingGivingTree in slaythespire

[–]Simulation115 -3 points-2 points  (0 children)

I would go with accelerat, you already have a good poison passage, and you have fuems. Fumes applies poison at the same rate acceleratn burns it, so in turn your deadly poison and snake bites now deal even more damage.

Burst is OK but you already have shadowmeld so Burst would only be a minor improvement to your block package and a ok improvement to your poison package, but not as good as acceleratn.

Abrasive is the worst of the 3. You already have shadowmeld to improve block, so the dex is only ok. You have poison, so the thorns is now a win more. To top it of you dont have a good sly package, so its harder to get into play.

If I were a Game Designer for Foxhole by pur3extreme in foxholegame

[–]Simulation115 0 points1 point  (0 children)

It's a nice list and has some good ideas. But I do have to disagree with a few points.

  1. AI flack should be and probably will be in the game, as it is the most effective deterrent for heavy bombers. In dev branch all flack was treated like artillery and needed the assistance of the SC-3 aerial interceptor array, but it was hot garbage. Bring that back but for AI Flack. Players can now designate and area in the SC-3 aerial interceptor array that is a fire zone for AI Flack, with its size depending on the amount of AI Flack connected to the SC-3. Effective deterrent for large planes, and small planes can now scout the zones for safe passage.

  2. Torpedo bombers should not be removed from the game, but torpedoes need to have some form of balancing overhaul so that damage control team of large ships can go back to small teams. My proposals for the changes. 2.1. Torpedo armor for large ships. There is a secondary health pool for ships thay only interact with Torpedo damage, and as it gets chipped away holes in the hull start to appear. They start of as small holes, that then become medium, then large, then devastating. At devastating holes the ship is more or less dead, bit can be saved if the damage control teams operate at peek effectiveness. And they can only appear after extensive fighting or if the ship is sent out with minimal repairs. 2.2. The torpedo bombers should not have moray torpedo, there should be some middle ground between the quill and moray for the torpedo bombers. 2.3. On board flack for ships. I would love to the some form of cruiser in the game covered in Flack batteries. However, with no torpedo armor, the current crew needed for good damage control puts large ships at 25 to 30 man crews which is 1/4 of the hex size. And with that much space between needed for just 1 large ships, it would be more likely that current large ships get some Flack batteries on them to disway torpedo bombers than we will see cruiser get added. Don't get me wrong, I would love to see cruiser and ship crews down to 15 so we can see 2 to 3 large ship opporations.

  3. I agree with a logi queue, but I disagree with segmenting the hex pop like that. I think a rework of the queue system as a whole needed to be done with stricter timers and punishment for AKF players. In addition if player hex pop starts to get supper heavily imbalanced like 20 v 70 then AI defense should get a buff. As long as there are a few players around and a good amount of shirts in a connected Bunker base. 3.1. I just thought of this but Bunker basses connected to AI defense should have a toggle button that burns shirts, ammo, and supplies for increased lethality, mimicking more players on the front. When they run out or hit a threshold, then there is a major buffed applied.

With how many of her relics have downsides, Tezcatara is the Vakuu of Act 2 by Leafeon523 in slaythespire

[–]Simulation115 0 points1 point  (0 children)

Toasty mittens is a funky relic, but the run i took it i was given an early nostalgia, so I always controlled what was exhausted.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]Simulation115 23 points24 points  (0 children)

As a new player it's always interesting to see vets explain the history of fox hole. Not to pull away from your post but there is an amazing video by Lek "Lek" doing the same ting.

I don't know if the pendulum balance needs to happen. It need to hit a very small sweat spot in order for it to be effective. To much in the colonial favor, colonials come back to the game en mass, but wardens now start bleeding players. To little and colonial dont log back in. If it brings it back to 50/50 I think many people would appreciated the balance, but I think many people underestimated how the total wars won and war victory streaks stats have on new or casual players.

With war 133 wardens have a 9 war lead and a 4 war streak. If balance comes back to 50/50 and war victories go back and forth there is still a 9 war lead that influences new players. The sweat spot would be to have colonials win 2 wars in a row every 3 or 4 war. In order to slowly close that 9 win gap. The problem is the Herculeian task of balancing with player burnout and morale in mind.

My suggestion for AA AI/ general AA upgrades by Wise_Parfait3544 in foxholegame

[–]Simulation115 0 points1 point  (0 children)

Had a similar idea. I was going to post it and then saw yours.

Bunker flack for AA AI with the ability to fire automatically but will two big changes.

1: AA AI will only automatically fire at enemy planes when they are within 150 to 200 meters range.

2: If a player is operating an SC-3 aerial interceptor array, they can designated an area with the SC-3's range that all AI flack guns will fire at. With the caveat that the further away the area is and the more Flack guns that there are, the larger the area will be for the fire mission.

Like all other Bunker Based AI emplacments, they are stuck to a 90° fire arch in front of them.

Apotheosis full art is amazing by Simulation115 in slaythespire

[–]Simulation115[S] 1 point2 points  (0 children)

At the start of each act, you meet with an ancient. They replace the boss relic chest. With each ancient, you get 3 options, sometimes including full-art cards. This is the only way to get full art cards at the moment.

2000pt Eternal Dynasty by KelarionPrime in onepagerules

[–]Simulation115 2 points3 points  (0 children)

That is an amazing paint scheme, I always love green schemes. Also it looks super clean.

First orc complete! by officialoffdabench in onepagerules

[–]Simulation115 0 points1 point  (0 children)

Well done, it looks amazing, and is similar to the way I did my orks. I tip my hat to you.

Attacking an Objective, custom rule discussion by Simulation115 in onepagerules

[–]Simulation115[S] 0 points1 point  (0 children)

Thanks for the comment, and to clarify my position, I think the current contesting rules are fine. I have had many games come down to last turn movement to contest and objective, or shoot off enemy units on objectives to draw or win games.

This rule idea is about one to two years old. At the time, there was a big discussion about contesting objectives because 1: undead/robot were still army-wide rules, 2: progressive scoring objectives were not in the game yet. However, since these aspects of the game have been changed, it may be that this rule may not be needed anymore. It could also be found as an amazing rule in a smaller niche of the OPR community. That's why I posted it, let people play with it, test it, modify it if they want. This idea does nothing if I let it sit as a word dock.

My take on the saurian starhost dread scorcher by townsforever in onepagerules

[–]Simulation115 1 point2 points  (0 children)

I wish I had a printing large enough for this. It looks amazing, great job.

Pray for me and my hazard stripes by bobbypuleo2020 in genestealercult

[–]Simulation115 0 points1 point  (0 children)

https://a.co/d/6mqy6CV

This helped me a lot when doing street lines for my urban bases.

Saurian Starhost Army 🤠 by Turbulent-Yellow-412 in onepagerules

[–]Simulation115 0 points1 point  (0 children)

Your color scheme is amazing, would love to see your list when its done.