Epic Annihilation Development

Epic Annihilation Development

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Complicated
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Epic Annihilation Development

Post by Complicated »

This mod will be focused on some gaps in balanced annihilation such as more fighting and less porcing, and reducing problems caused by three krogs marching to a single ARM player.
(What chance has he got against them besides liche? The krog's owner is likely to send Manticore with the krogs to counter those liche problems and remember it's not speedmetal on everymap, so mass producing liches will be a problem, and finally dgun will only get you so far...)

So spring will have epicness added to it by adding more bloodshed and more spam and less hide and econ in the corner and spam llt to protect0rz! Teching won't be all that easy unless you have mobile defence, this alteration allows you to form more than one battlegroup so you can defend more than one area on the map with a decent ammount of units. No single military had one army protect a specific area and nowhere else.

Epic Annihilation v0.3 -> 0.4

Dawn Star's DPS on both weapons increased
all tech2 hovers damage increased
added anti matter facilities to Super Commander's Build list
added core eliminator to Super Commander's Build list
added advanced wind generators to tech 1 con build lists
added Airpad NS to tech 2 naval cons
added naval silos
added naval plasma batteries
added naval bertha/intimidator
added naval buzz/vulcan
added seadocks
added naval pop-up batteries
added naval llt (arm one has scripting errors so make do with it's torpedo)
added arm cloakable ns silo to super commander's build list
arm commanders given small aa (Napping needs to be strategic)

Epic Annihilation v0.2 -> 0.3

AK commando added to tech 1 core kbotlab
cricket added to tech 1 core kbotlab
flea radar fixed
arm/core tech two hovercraft lab (land and sea) and hovers added
added tech 2 ARM General
Added tech 2 CORE General
Added tech 3 Commanders (ARM/CORE)
armmark coding fixed in sidedata. (arm adv kbot labs can produce these)


Epic Annihlation v0.11 -> 0.2

Jeffy/Weasel weapons removed, now have short radar
flash/gator dps decreased, speed increased, acceleration increased, damage decreased, los increased, maxslop increased, brakerate increased
flea has been given stealth, weapons removed, short radar
stock llt, HLT, HLLT, beamer settings returned, Annihilator range decreased to stock
arm and core t1 construction vehicle/kbot speed and acceleration increased


Epic Annihilation V0.1 -> v0.11

Light Fusion's footprints decreased to orginal
Adv mex production reduced to half
adv mex metal costs reduced
leveler bug fixed (Stock leveler reinstated)


BA 5.71 -> Epic Annihilation V0.1

All T1 unit costs decreased to allow more spam
Introduced New Tech One Advanced Metal Extractors and Tech One Fusion Reactors (t1 construction units are only ones able to produce)
HLT, LLT, HLLT, Beamer reload times decreased
Leveler's damage range increased to deal with huge spam
Flea, weasel, jeffy's dps decreased more to scout class
Discriptions now include Unit Class's
Dragonteeth and fortidude defence hitpoints increased
Non-mobile anti nuke payload costs decreased to mobile anti nuke's payload
Dgun damage increased due to it being called a 'Disintergrator Gun' thus being juggarnaut's are no longer partically immune
Silo payload cruise speed increased a bit
Last edited by Complicated on 30 Sep 2007, 13:45, edited 5 times in total.
DemO
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Post by DemO »

Fluffy bunnies!
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Machiosabre
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Post by Machiosabre »

man, this sounds horrible.
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Complicated
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Post by Complicated »

Actually I spoke to alot of people and they agree to the idea and there is going to be changes to some of the stuff that has been suggested to me. Your opinions are noted but isn't going to effect the development of this mod.
Also the v0.1 decisions are not final
Hellspawn
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Post by Hellspawn »

Hahahahahaha good joke ^_^.
edit: Wait, today isn't 1st April, wtf @>@.
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Relative
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Post by Relative »

Is this a joke?
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Complicated
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Post by Complicated »

It's funny how other people are trying to discourage a player developing a mod so they're favourites like Xta (which fails altogether) and BA (Which lost it's sense of balance) don't disappear off the game (not saying they will)

ironically enough the replies are coming from people who seem to always have that clock next to their name throughout their time playing spring and as far as I see it, it's never been or hardly ever is orange or purple?

kkthnxbb
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Machiosabre
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Post by Machiosabre »

I don't think the thought of this mod causing ba and xta to disappear has entered anyone's mind, it's probably just the notion of BA needing more spam that people are laughing at :lol:
Last edited by Machiosabre on 18 Sep 2007, 18:50, edited 1 time in total.
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KDR_11k
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Post by KDR_11k »

If spamming liches is too expensive because it's not on speedmetal, WHY ARE THERE THREE KROGS?
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Complicated
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Post by Complicated »

KDR_11k wrote:If spamming liches is too expensive because it's not on speedmetal, WHY ARE THERE THREE KROGS?
Who goes air and econs on a land map? kkthnx
Machiosabre wrote:I don't think the thought of this mod causing ba and xta to disappear has entered anyone's mind, it's probably just the notion of BA needing more spam that people are laughing at :lol:
I see not enough fighting and more, move here and spam llt
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Mr.Frumious
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Post by Mr.Frumious »

KDR_11k wrote:If spamming liches is too expensive because it's not on speedmetal, WHY ARE THERE THREE KROGS?
My thoughts exactly. Three Krogs? WTF?

Plus, I think at L1, BA isn't nearly porky enough, but that's just me. I miss the days when LLTs/HLTs actually meant that you had to plant a radar tower and fall back and try artillery, rather than just spaem moar gators. Still, you get that gameplay on Kbot maps, but most players play Veh maps where it's all about the mad, mad rush of raiders.
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Relative
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Post by Relative »

No one here is a BA/XTA fanboi. Generally everyone is supportive of new mods, but this just seems to be a joke.

Code: Select all

All T1 and T2 unit costs decreased to allow more spam 
How would spam improve gameplay? Many would argue that BA is too spammy.

You also make a contradiction saying that this mod intends on making it harder to porc, yet you buff the defensive structures.
Flea, weasel, jeffy's dps decreased more to scout class
AA 2.23 anyone?
Annihilator range increased to match doomsday's firepower
Increase range to match doomsday? I just lol'd
KDR_11k wrote:If spamming liches is too expensive because it's not on speedmetal, WHY ARE THERE THREE KROGS?
QFT

I'm not going to bother commenting on the whole thing, but most of these ideas seem poorly thought out.
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Machiosabre
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Post by Machiosabre »

Relative wrote:
Flea, weasel, jeffy's dps decreased more to scout class
AA 2.23 anyone?
to be fair, it does say decreased
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Spawn_Retard
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Post by Spawn_Retard »

i agree with complicated, you guys will laugh at a mod idea that has spam just because it contains "spam"

it may work better than the normal BA, and you guys do nothing but ask

"is this a joke"

I'm sorry but within any war situation there's going to be spam, you guys just dont like it when one unit is paticular unit is greater than another.
DemO
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Post by DemO »

You are mentally insane if you think simply "making more spam" in BA will make a better mod. There are several disadvantages doing this would bring, least of which being that the mod would run sluggish as hell on most hosts if not all due to the larger numbers of units. You'd end up with a mod that actually plays slower than BA which is contradictory to what you seem to be trying to achieve here.
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Relative
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Post by Relative »

Machiosabre wrote:
Relative wrote:
Flea, weasel, jeffy's dps decreased more to scout class
AA 2.23 anyone?
to be fair, it does say decreased
opps, I thought it said increased.
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Complicated
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Post by Complicated »

Relative wrote:No one here is a BA/XTA fanboi. Generally everyone is supportive of new mods, but this just seems to be a joke.

Code: Select all

All T1 and T2 unit costs decreased to allow more spam 
How would spam improve gameplay? Many would argue that BA is too spammy.

You also make a contradiction saying that this mod intends on making it harder to porc, yet you buff the defensive structures.
Flea, weasel, jeffy's dps decreased more to scout class
AA 2.23 anyone?
Annihilator range increased to match doomsday's firepower
Increase range to match doomsday? I just lol'd
KDR_11k wrote:If spamming liches is too expensive because it's not on speedmetal, WHY ARE THERE THREE KROGS?
QFT

I'm not going to bother commenting on the whole thing, but most of these ideas seem poorly thought out.

t1 and t2 costs decreased, stock BA t2 will remain the same, it's the refitted t1 units in t2 that will be decreased, the refits would involve, things like stealth, damage differences (range dps durability etc)

Defences are barely buffed as they're reload is slightly increased by let say between 0.05 - 0.1 differences? Also if a large spam arrives, what good would your defence be?

Scout decreased and aa 2.23 ... I never played that mod, it was before my time on spring and also Scouts are really never meant to have weapons are they're used for recon and nothing more, just to pick up on enemy locations, not to engage in combat. But too much of an outrage could occur if I took their weapons alltogether.

Doomsday and annihilator part, you clearly misread, Doomsday has more weapons, annihilator has one, so increasing LOS and Range of the weapon would work to balance it (Noted that this is already done although since llt's reload increased, annihilator has been factored in to rebalance) <-- perfectly thought through.

Three Krogs part, It's been done on a number of occasions, Someone that isn't air isn't going to be able to to build up to tech 2 air and spam a dozen liche in a matter of three minutes after noticing the exsistance of marching krogs. My idea is somewhat funny but effective.

Now am I getting anymore bitching or do we understand I took plenty of time thinking this mod through and taking in ideas of many other players and their believes and some experimental ideas like the t1 refits. Unlike other modder's who want it their way, I'm creating this mod so it would work the players way. It's what the players want, not the modder.
Last edited by Complicated on 18 Sep 2007, 20:08, edited 1 time in total.
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Complicated
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Post by Complicated »

DemO wrote:You are mentally insane if you think simply "making more spam" in BA will make a better mod. There are several disadvantages doing this would bring, least of which being that the mod would run sluggish as hell on most hosts if not all due to the larger numbers of units. You'd end up with a mod that actually plays slower than BA which is contradictory to what you seem to be trying to achieve here.
Every mod has it's disadvantages.

XTA = Commander can build t2 factories/ No nanos
NOTA = Expansion is harder/ poor metal production
BA = Overpowering/ New Versions released Too Quickly
CA = Has plenty which don't come to mind
Epic = Spam to make slower game?


and to think it would make spring run sluggish, you either are insanely mad cause it's likely that those units would perish during the fight.
Please stop playing speedmetal.
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Neddie
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Post by Neddie »

I think you should do more work on the concept, Complicated. Also, consider taking out all of the horribly ugly TA models.
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REVENGE
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Post by REVENGE »

Take out all the gameplay of a mod and leave only the explosions + krogs.

As epic as Ballistik: Ecks v. Sever.
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