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by Johannes
13 Jun 2013, 09:21
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8203

Re: Reversing conships!

http://imolarpg.dyndns.org/trac/balatest/browser/trunk/changelog.txt?rev=1186 I don't like that at all, it might be ok for ship vs ship combat, but it ruins the balance there was between ships and everything else, in favor of ships. I can't for example think of starting on Sands of War with anythin...
by Johannes
12 Jun 2013, 17:58
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8203

Re: Reversing conships!

Nah, there's just a need for some decent naval maps. Before that even if you want to redesign, you don't have a clue what you're redesigning for. As is there's nothing wrong with playing Sands of War or Flooded Valley for example. If you want to point out a part of the game that's bad, it's air. Out...
by Johannes
11 Jun 2013, 03:34
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8203

Re: BA:R Arm models

It won't make the ships "too powerful" since everyone can easily get them - just more powerful. If you'd necessarily have to make them worse in other ways, that would be awful (since I see no fault in their current stats) but that's not really the case. Just think about whether they're mor...
by Johannes
10 Jun 2013, 19:35
Forum: Off Topic Discussion
Topic: Planetary Annihilation (Incoming Moon Drops!)
Replies: 470
Views: 185930

Re: Planetory Annihilation (Incoming Moon Drops!)

2 seconds + rotating is still infinitely more than 0 seconds it takes to get an overview from a flat minimap...
by Johannes
10 Jun 2013, 11:45
Forum: Off Topic Discussion
Topic: Planetary Annihilation (Incoming Moon Drops!)
Replies: 470
Views: 185930

Re: Planetory Annihilation (Incoming Moon Drops!)

How do you manage spherical maps, where you can never see everything at once? How's the UI for that?

And then having several such maps.
by Johannes
10 Jun 2013, 02:01
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8203

Reversing conships!

I don't think conships should be able to traverse in reverse, it'd make them significantly better with repair, reclaim, well with anything really. And it's less interesting when you don't have to consider facings and angles of entry as much. But it does bring an issue to mind - you cannot make out f...
by Johannes
08 Jun 2013, 00:15
Forum: Lua Scripts
Topic: [suggestion][idea][request][annoyingtag] Supply Cap
Replies: 33
Views: 2742

Re: [suggestion][idea][request][annoyingtag] Supply Cap

I'm not treating anything black and white here... These are strategy games not rhythm games, so of course you cannot win purely by playing "fast", whatever you take that to mean - and really you cannot play fast unless you very much know in advance what you are doing. But when you said tha...
by Johannes
07 Jun 2013, 22:19
Forum: Lua Scripts
Topic: [suggestion][idea][request][annoyingtag] Supply Cap
Replies: 33
Views: 2742

Re: [suggestion][idea][request][annoyingtag] Supply Cap

I think the point isn't that custom formations removes the need to control units, it just makes it more accessable because you don't need to be playing super fast to do it. If your opponent is playing super fast and you're not, you lose. If you want to have a game with low emphasis on mechanics - m...
by Johannes
07 Jun 2013, 13:56
Forum: Lua Scripts
Topic: [suggestion][idea][request][annoyingtag] Supply Cap
Replies: 33
Views: 2742

Re: [suggestion][idea][request][annoyingtag] Supply Cap

I think that spring games tend to minimize the overall impact of those points. Nope. Custom formations. Your argument is invalid :-) @knorke, I don't think you understood what I meant. Of course I would lose in ZK because I'm no good at ZK. But, what I mean is that spring has a lot of built in tool...
by Johannes
06 Jun 2013, 16:46
Forum: Lua Scripts
Topic: [suggestion][idea][request][annoyingtag] Supply Cap
Replies: 33
Views: 2742

Re: [suggestion][idea][request][annoyingtag] Supply Cap

Forboding Angel wrote:I think that spring games tend to minimize the overall impact of those points.
Nope.
by Johannes
02 Jun 2013, 17:11
Forum: Map Creation
Topic: WIP Black Mescaline
Replies: 30
Views: 12157

Re: WIP Black Mescaline

Maybe tone down the height of them, in order to keep aircraft moving smoother? The visual effect wouldn't change too much by that I think, since you're looking it from top down anyway.
by Johannes
01 Jun 2013, 12:14
Forum: Balanced Annihilation
Topic: Balanced Anhilation unit guide or raw data table ?
Replies: 6
Views: 1358

Re: Balanced Anhilation unit guide or raw data table ?

http://springrts.com/wiki/Category:Balanced_Annihilation Quite incompletely though, only the page on vehicles seems more finished: http://springrts.com/wiki/Vehicles Thanks, that sort of literary description is a good start. I guess I'll have to enjoy a few replays... Any favorites I should not mis...
by Johannes
31 May 2013, 16:33
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12162

Re: Screamer and Mercury are still shit

I think the consideration here is that using screamers/mercs against enemy fighter screen is generally useless, as the equivalent investment into exponentially growing economy would pay off faster than the tower would be able to kill the screen. Why post such assumptions when I just posted hard num...
by Johannes
31 May 2013, 00:08
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12162

Re: Screamer and Mercury are still shit

That is damn to expensive. And even it is long range, for the cost of 3 of them you make a fusion and start to spam fighter. Well. One mercury easily shoots 1 fighter every 18,5 seconds, fighter which costs 11433 E under mm economy. That makes it drain 618 E per second from enemy under these condit...
by Johannes
30 May 2013, 20:36
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12162

Re: Screamer and Mercury are still shit

Anti-bomber tower is not a distinct purpose. Every aa tower is used for that.
by Johannes
30 May 2013, 19:31
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12162

Re: Screamer and Mercury are still shit

I always wanted screamer/merc to be an anti-bomber tower, with the ability to "mark" targets and not shoot at one at the same time. I.e. 1) ignore fighters 2) each tower marks the target, no other tower would engage that target 3) fire. Still imperfect, but would definitely prove more use...
by Johannes
29 May 2013, 16:16
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12162

Re: Screamer and Mercury are still shit

Not sure how increasing cost and buildtime, adding constant resource drain, reducing hp and adding the stockpile would make building these more appealing. The cases where one considers making these, it would be shooting near constantly regardless.
by Johannes
24 May 2013, 11:44
Forum: General Discussion
Topic: Atari sells TA's intellectual property
Replies: 50
Views: 12552

Re: Atari sells TA's intellectual property

No matter of the (huge) gameplay differences, they're too far along with PA to make it fit into the TA setting.
by Johannes
24 May 2013, 10:51
Forum: Balanced Annihilation
Topic: new "Set Target" command in 7.76!
Replies: 16
Views: 3854

Re: new "Set Target" command in 7.76!

It looks like you have it the way you want, but I'll go ahead and throw my feedback from when it was first implemented in ZK. (They disagreed with me) I think it would make sense to have set-target activate automatically from a manual attack command, and then get rid of the separate 'set-target' co...

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