BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for over half a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximize technical compatibility with other mods.
Delving into the past of BrewLAN's development; the development of its, currently few, experimental units and even the failed experiments.
Posted by Balthassar on Sep 17th, 2012 Page 2 of 2
This next one was a 'how it should have been' rather than an original creation by me; the 'Scathis Mark II'. Now, there are a few reasons that I actually actually removed the wheels from the Scathis. For a start the design of the original Scathis has the turrets lowered below ground level while packed up to move, so it realistically speaking shouldn't have even been able to move without leaving a massive ditch behind it. Secondly on multiplayer it has the same range as the Mavor, so it never actually ever needs to move be in range. If you wanted to randomly shell an area, but there was nothing to specifically target there, as a vehicle it would try to drive there instead of shelling the area. While fighting against it you couldn't target your units to attack it from radar readings; this was mostly an issue to bombers, since they would have to do a first pass with no shots fired at it so they could get a target. It also couldn't receive the maintenance cost reductions and rate of fire boosts from powerplant adjacency bonuses, a bonus every other artillery could receive.
As a short range artillery the concept worked fine, even if the design was weird for it, but as a long range artillery it was flawed. The style of weapon works better as a building, I like it as a building.
This one might seem an odd; a Cybran experimental shield generator; since the Cybrans have some of the worst shields in the game, and in many cases actually have stealth generators where the other races have shield generators. You might think that a stealth generator, or even a cloak generator would fit better instead. Anyone who used to play GDI instead of NOD on Tiberian Sun can attest that its gets just plain annoying. I won't go into why I don't like the ability to make everything ever invisible. But I will mention that the Cybrans, while having bad shields, did have five stages of shields generator buildings to everyone else's two (three with the BrewLAN additions). It seemed only logical that they would continue this trend of shielded bases and invisible forces. Its also better for game interaction when you cant make your everything ever invisible.
Speaking of game interaction, a massive perpetrator of non-interactive gameplay is the Novax Centre defence satellite. I'm sure you've been there; it feels bad going up against it, it feels cheap using it, and to boot its a satellite that can't even see what its firing upon 90% of the time. My fix; bumping it down to T3, removing its laser and giving it some sensors. Letting it fill the same equivalent design space as the Soothsayer and the Eye of Rhianne; as advanced visual intelligence gatherers. The only difference being that they can see you looking at them.
And that's it for now. There are more tales of experimental's to be told, tales of 'ducks', tales of people realising the Galactic Colossus has omni, and tales of exploding Cybran command units at the hands of Galactic Colossi that can see them, but this episode is long enough as it is. So, until next time this is Balthassar signing off. Part two will come, if and when anyone actually asks for it.