Manufactory -13.0 and beyond

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
Hello,

The introduction of Manufactory functionality for leveling up commanders, new upgrades: building and research is a neat idea, but there’s a lot being used from Manufactory and it’s placing a lot of strain on the new system.

I believe the modules for commanders is a great idea, but we need too many for leveling up commanders - Eradicator needs 160 for moving up just one level and Ripley begins with food until level 5 and moving to 10 modules until level 11 and next up 40 modules and upward…

There a lot to unpack here for making this system a lot better -

1) Commanders don’t need to have that many modules per level.

Ripley -

Level 1 to 10 continue with food resources only.

Level 11 to 20 food + 10 Modules each level

Level 21 to 30 food + 20 Modules each level

Level 31 to 40 food + 30 Modules each level

Level 41 to 50 food + 40 Modules each level

Level 51 to 60 food + 50 Modules each level

Level 61 to 70 food + 60 Modules each level

Level 71 to 80 food + 70 Modules each level

Level 81 to 90 food + 80 Modules each level

Level 91 to 100 food + 90 Modules each level

Eradicator -

Level 1 to 10 continue with oil resources only.

Level 11 to 20 oil + 20 Modules each level

Level 21 to 30 oil + 40 Modules each level

Level 31 to 40 oil + 60 Modules each level

Level 41 to 50 oil + 80 Modules each level

Level 51 to 60 oil + 100 Modules each level

Level 61 to 70 oil + 120 Modules each level

Level 71 to 80 oil + 140 Modules each level

Level 81 to 90 oil + 160 Modules each level

Level 91 to 100 oil + 180 Modules each level

University:


IMG_0915.png
This Capstone needs to be revamp to aid Manufactory: +10 production to each slot is so lackluster for a capstone. This should be just below the capstone to be honest

The true capstone should be like this:

When you collect a component from the assembly line - you have the following chance for an extra component to be made.

1% chance to collect 50 of each component
5% chance to collect 40 of each component
10% chance to collect 30 of each component
50% chance to collect 20 of each component.

IMG_0916.jpeg

The next branch should focus only on Manufactory - the tree should give the following perks:

- A reduction of components need to upgrade each new level of a munition.

- Time reduction for components being assemble.

- Time reduction for production of each resource in the Manufactory

- +2 extra production and component lines. We need more!

- Capstone: all productions will now make +20 of each resource selected in production.

Please consider these ideas. We really need them for Robotic Age.

Thank you.

@Harlems369th
@Davis - The Emissary
 
Last edited:

King Crimson

Approved user
Joined
Apr 21, 2016
Messages
1,917
All good suggestions but with the new manufactory and 10 lvls per troop/building - AND needing to upgrade a building first in order to upgrade the troop (airstrip/factory) - the devs aren't interested in making things easier for us. They want to keep us distracted for a long time - hopefully while they're all busy fixing bugs?? (like the one that shall not be named)
@Harlems369th
@Davis - The Emissary
 

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
All good suggestions but with the new manufactory and 10 lvls per troop/building - AND needing to upgrade a building first in order to upgrade the troop (airstrip/factory) - the devs aren't interested in making things easier for us. They want to keep us distracted for a long time - hopefully while they're all busy fixing bugs?? (like the one that shall not be named)
@Harlems369th
@Davis - The Emissary

Yeah I do understand - the point is to keep us busy for a long time. But there a lot of demand on the commanders and munition component demand. It could be adjusted to help us out more in the future with university and library help after researching.
 

King Crimson

Approved user
Joined
Apr 21, 2016
Messages
1,917
Yeah I do understand - the point is to keep us busy for a long time. But there a lot of demand on the commanders and munition component demand. It could be adjusted to help us out more in the future with university and library help after researching.
Do you personally feel the commanders can add something to your army? If so, what was lacking before?
The commanders just seem like 2 extra generals - and not very realistic ones at that. The introduction of the commanders and their skins - and the colouring in contest - is exactly what a parent would do to keep their child busy doing something pointless, imo.
 

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
Do you personally feel the commanders can add something to your army? If so, what was lacking before?
The commanders just seem like 2 extra generals - and not very realistic ones at that. The introduction of the commanders and their skins - and the colouring in contest - is exactly what a parent would do to keep their child busy doing something pointless, imo.
They’re actually quite good, King. If you look at them for passive skills - you’ll see detachment - 10% attack speed, dmg, health, and immuno to suppression fire. These detachment buffs apply to all your troops that are sharing that detachment with your commander.
 

King Crimson

Approved user
Joined
Apr 21, 2016
Messages
1,917
They’re actually quite good, King. If you look at them for passive skills - you’ll see detachment - 10% attack speed, dmg, health, and immuno to suppression fire. These detachment buffs apply to all your troops that are sharing that detachment with your commander.
Ok, that's on paper. Has that worked for you?
It's a lot of grinding - as you pointed out - so curious if it's worthwhile. (I don't need them so they're not a priority for me)
 

TitanKnight

Well-known member
Joined
Apr 19, 2023
Messages
82
Commanders is another boost to attackers, they are useless for defenders.
Attackers sure have time to make those modules since they only need to upgrade a few munitions.
Defenders can just ignore upgrading commander.
 

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
Commanders is another boost to attackers, they are useless for defenders.
Attackers sure have time to make those modules since they only need to upgrade a few munitions.
Defenders can just ignore upgrading commander.
You’re not a wrong - they could use some commanders that focus on helping defend passive bonuses.
 

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
Ok, that's on paper. Has that worked for you?
It's a lot of grinding - as you pointed out - so curious if it's worthwhile. (I don't need them so they're not a priority for me)
I mean I can’t really say as I’m not close to that level to benefit from all the passive buffs. I think I have Ripley at 15 now. Still a ways to go. I’m not even working on Eradiator - his demand for resources is too much.
 

Abhorsen

Well-known member
Joined
Sep 1, 2022
Messages
177
Pinging again to keep this topic alive. Manufactory is being stretched on its abilities.

Possible to even add on the list to offer Manufactory production crates for gold / food / oil exchange. Not big crates but minor crates. It would give more reasons to continue to attack in MP.

@Harlems369th @Davis - The Emissary
 

Nikolay

Well-known member
Joined
Dec 15, 2020
Messages
314
Pinging again to keep this topic alive. Manufactory is being stretched on its abilities.

Possible to even add on the list to offer Manufactory production crates for gold / food / oil exchange. Not big crates but minor crates. It would give more reasons to continue to attack in MP.

@Harlems369th @Davis - The Emissary
and this
 
Top