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 Post subject: communism
PostPosted: 27 Sep 2010, 16:14 
Spring Developer
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Joined: 22 Sep 2007, 08:51
After spectating a few games the these days, i came to the conclusion that communism would be a good option for S44.
in most games, one of the teams has more noobs then the other. in the team with more noobs, the good player(s) gets a lot of flags and thus gets invincible. an other reason is, that team members would not be concurrents anymore, fighting for each flag. in BA, you can at least share mexes to others. team members may play together better, and a pro advancing fast against a noob gets less economy boost then now, cause the income of each flag is divided between team-members.


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 16:45 

Joined: 19 Dec 2005, 16:01
Location: Low Fell, UK
I think that communism, as a mod option, would be great in nearly every spring mod.

We have barely begun to scratch the surface of dynamic team economies in s44 (sharing "e" for the katy/nebel is about as far as it gets most often :P).

I think it would be a cool addition.


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 17:05 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
+1.

This will nerf Godde


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 17:14 
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Joined: 29 Apr 2005, 00:14
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Yes +1, we've talked about it before iirc, just never got round to it.


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 18:02 
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Joined: 21 Feb 2006, 14:09
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Might as well take team spec and back up whilst your taking stuff from CA :P


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 19:55 
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I take it you mean http://trac.caspring.org/browser/trunk/ ... d_team.lua

And backup??


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 20:39 

Joined: 19 Dec 2005, 16:01
Location: Low Fell, UK
Backup allows you to begin the game as spec, with view limited to one team, then join the game later (Afaik).

Never ever seen it used tho


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 20:44 
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Joined: 19 May 2009, 20:10
pintle wrote:
Backup allows you to begin the game as spec, with view limited to one team, then join the game later (Afaik).

Yes, he can receive units and /take.

Teamspec is same without receiving anything. He will stay spec with view limited to the team.

Both might be buggy and are currently disabled in CA.

Quote:
Never ever seen it used tho

Once or twice a year. Problem is it breaks balance (autohost don't know about it).


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 Post subject: Re: communism
PostPosted: 27 Sep 2010, 21:03 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
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It might be worth revisiting now that a lot of start and end stuff is being lua-ized in Spring.


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 Post subject: Re: communism
PostPosted: 28 Sep 2010, 16:05 
AI Coder

Joined: 31 Jan 2005, 20:04
Location: T├╝bingen - Germany
+1


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 Post subject: Re: communism
PostPosted: 29 Sep 2010, 15:43 
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Joined: 12 Mar 2009, 20:41
/signed

Equal resources between allies makes sense realistically and from a gameplay point-of-view.


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 Post subject: Re: communism
PostPosted: 29 Sep 2010, 18:31 
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The CA commie gadget is pretty intertwined with other stuff, so either I'll have to do some stripping down or write my own. In short; don't expect commie mode for v1.51. :x


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 09:13 
Spring Developer
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Joined: 22 Sep 2007, 08:51
NOOOO!!!
conspiracy!
the elite tries to prevent installation of communism!
we, the working class, will not allow this to happen!
*puts on a paper napoleon hut & tries to imitate a trumpet* let's storm the winter palace!

let's order commissars from our comrades to teach us how to do communism right.
... or at least fast


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 09:43 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Wouldn't it cast confusion on the unsuspecting user if in a WW2 RTS the american and nazi faction had an option called communism? I'd suggest renaming the option with less geopolitically charged words, before using it in a WW2 themed mod.


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 12:44 
Balanced Annihilation Maintainer
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Joined: 10 Dec 2006, 18:46
Just need to balance it out with a Capitalism mode where the flags are shared out at gamestart based on the players lobby rank

ps you could also look into BA's coop mode gadget


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 15:50 
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TheFatController wrote:
Just need to balance it out with a Capitalism mode where the flags are shared out at gamestart based on the players lobby rank


Ahahah! :mrgreen:

I'd probably just have it as 'Teams share income' tickbox or something.


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 16:19 
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Joined: 12 Mar 2009, 20:41
Heresy!
The intro panel with Lenin and the anthem is not optional!

Wait... if it's either 'team shares income' or nothing i'd rather have it 'team shares income'.

at least *I* can still call it communism.


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 Post subject: Re: communism
PostPosted: 30 Sep 2010, 16:40 
Spring Developer
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Joined: 22 Sep 2007, 08:51
+1


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 Post subject: Re: communism
PostPosted: 01 Oct 2010, 10:09 
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Joined: 05 Oct 2006, 03:32
Location: New Zealand
So is this system implying all team command on lot of command, or seperate command per player but with the same income each?


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 Post subject: Re: communism
PostPosted: 01 Oct 2010, 13:57 
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The latter, you can all just share all your metal for the former.


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