Thanks for using the trees, you were able to fit them to your maps very well. Just fix the groundshadowdensity for claymore and it will look much smoother...
they all look so good and fun to play :D i think claymore will be recieved very well; out of all of them i think that's the one i like the most, but we'll see after some testing ^^
melange, eh?
now all we need is Z's sandworm squirming around :>
Last edited by KaiserJ on 27 Feb 2010, 21:45, edited 1 time in total.
I think trying to prevent play on the mountains is more trouble than it's worth.
What is the gain in preventing sneaky AT attacks? There is no metal up there so I doubt AT would dominate any games. The current functionality of the gadget means that AT attacks are possible but very tedious.
Now there wouldn't be a problem with the out of bounds area if it actually worked. Currently buildings can be produced there, at least that should be an easy fix. I don't think you can fix the mountains to act exactly like the edge of the map. What if a wreck/unit is thrown into the mountains and then targeted by an area command? For that matter units and wrecks thrown off the map appear at the edge of the map later, this should happen for the mountains.
The main reason my attempt at preventing all commands on cliffs is the fact that you cant do anything against an incoming commdrop or any air if you dont have fighters.
The main reason my attempt at preventing all commands on cliffs is the fact that you cant do anything against an incoming commdrop or any air if you dont have fighters.
I dont think thats a problem. It just makes air a tad stronger, which isnt that bad to me. You could offmap air units in TA for example, its nothing gamebreaking. And its not too hard to get offmap in Spring either.
You just have to consider if you want to build in the extreme border of the map. Which isnt THAT dangerous still in any case.
The main reason my attempt at preventing all commands on cliffs is the fact that you cant do anything against an incoming commdrop or any air if you dont have fighters.
My point is that commdropping from behind is still possible.
As others have said the possibility of a comm drop isn't bad for the map, to be vulnerable you would have to have the base right in the foothills and some MT would solve that.
Charlie has spots that seem designed for commdrops and other air sneakyness yet noone has complained that I know of.
How can you go around the hills in a trans in albion?
make trans follow a peeper or bomber, make that plane go into the hills or off map, when the trans is there order it to the corner you wanna go to. You cant drop from the back reliably, just from the sides.
But when I tried it actually sucks pretty hard, since trans takes ages to come down from the high mountain, its such big height difference. If theres just 1 defender in the corner, it should get enough shots to kill trans before it has chance to unload anything. If theres several I would guess the trans blows so high up in the air that the explosion doesnt do much to the stuff below.
How can you go around the hills in a trans in albion?
All these methods are based on sending a unit into the hills then guarding it with a transport. If you check unit position for guard commands the command can always be given before the unit enters the no go zone.
Firstly as JohannesH said; make a plane, fly it near the edge and it lands inside the hills.
Tell an aircon to make a building inside the no go zone.
Units can be thrown into the no go zone.
Wrecks that have been thrown in can be targeted with area reclaim.
Game specific commands (such as jump) are not blocked when placed in the no go zone, there is the possibility of this being used. Preventing these commands has the potential to break games.
To solve this you have got to check all unit and wreck positions to make sure they never venture out of the play area. This is extremely ugly when applied to aircraft so I do not think it is a solution. There is also the possibility of more stringent command blocking causing some games to crash.
Command blocking is unintuitive. A player might give a custom formations command to make aircraft hug the hills and later find that only half the aircraft went.
In the context of BA I do not see the problem with (properly) allowing units to enter the hills. Aircraft will generally fly high enough above the hills (thanks smoothmesh) to be targetable by most AA and fighters can always defend that area. If sneaky spider strats are used then it's a good thing. To be more vunerable to commbomb than usual a player would have to build their base snug up against the cliffs.
Your hills are a band no more than 800 elmos wide. Charlie has much wider hills and it is not a problem.
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