Modoptions thread - Page 2

Modoptions thread

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jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Re: Modoptions thread

Post by jellyman »

Universal multipliers for speed or damage? Not particularly imaginative, but might be good for a laugh to see how gameplay works out if everything is twice as fast (zippers of doom), or does only 10% of the normal damage (con vehicle reclaim the strongest attack?).
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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Modoptions thread

Post by imbaczek »

upkeep: each unit eats a bit of metal; the bigger the unit, the more metal it consumes (maybe a % of metal cost.) use to discourage sitting in the base.
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BaNa
Posts: 1561
Joined: 09 Sep 2007, 21:05

Re: Modoptions thread

Post by BaNa »

energy seems more geared towards upkeep, why not make it so that all units need some e to work, otherwise they just stop moving. this needs to be combined with a much better energy managing widget.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Modoptions thread

Post by YokoZar »

jellyman wrote:Universal multipliers for speed or damage? Not particularly imaginative, but might be good for a laugh to see how gameplay works out if everything is twice as fast (zippers of doom), or does only 10% of the normal damage (con vehicle reclaim the strongest attack?).
Why not just increase the game speed?

Damage might be interesting though
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Zydox
Lobby Developer
Posts: 453
Joined: 23 May 2006, 13:54

Re: Modoptions thread

Post by Zydox »

Teutooni wrote:AA2.23 WEZELS of DETH mode - Very good
Yes, please...

And Jascach no teching option would be great as well

"Hand over your flesh, and a new world awaits you. We demand it."
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Modoptions thread

Post by Evil4Zerggin »

YokoZar wrote:Why not just increase the game speed?
Laggage.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Modoptions thread

Post by Pxtl »

Instagib mode? That'd be pretty close to aa 2.23 wezels of deth.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Modoptions thread

Post by Pressure Line »

YokoZar wrote:
jellyman wrote:Universal multipliers for speed or damage? Not particularly imaginative, but might be good for a laugh to see how gameplay works out if everything is twice as fast (zippers of doom), or does only 10% of the normal damage (con vehicle reclaim the strongest attack?).
Why not just increase the game speed?

Damage might be interesting though
increasing the game speed just makes the game go faster, increasing unit speeds independant of game speed means units can move faster in relation to things like projectiles speeds and turret turn rates etc...
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Modoptions thread

Post by el_matarife »

Mod options suggested in other thread: Normalize gravity

This would set map gravity to something normal, "fixing" broken projectile behavior on some maps.


New mod option suggestions:
Normalize tides, set Wind max-min


This would be great for fixing maps where tidals are either way too good or worthless. Setting windspeed would allow "fine tuning" of some maps where wind is either too good, too awful, or shouldn't be present at all like moon maps.



Coop game in progress or No Team Death:

Let's say I have to run off and answer my doorbell or help someone in with groceries or take an important phone call. I know that means I will be hurting my team BADLY if I run off but if I just resign I wont be able to play when I get back in 5 minutes.

There's two solutions, one would be for me to just give all my units to a teammate and yet not die, the other would be to join cooperative midgame with another player. No team death until the team dies would mark all the players dead at once after a victory condition like "All units are dead" or "All commanders are dead" is satisfied.

I guess you could voluntarily go into spectator mode if you resigned, but many people would prefer to stay alive and still help their team after they've gotten their base destroyed or their commander killed. Most teams would be gracious enough to give a "dead" player units, resources, factories, etc to help them get back into the game and share the micro burden.

Ideally these would both be switches you could turn on for team games. I don't know if they should be default behavior just because it would be a pretty big change.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Modoptions thread

Post by YokoZar »

el_matarife wrote:There's two solutions, one would be for me to just give all my units to a teammate and yet not die, the other would be to join cooperative midgame with another player. No team death until the team dies would mark all the players dead at once after a victory condition like "All units are dead" or "All commanders are dead" is satisfied.
Mid-game coop would be an awesome feature, although I think it may require engine changes to work right. You can sort of do it now with cheats, though you have to know the exact teamid of the person you're cooping with and this isn't at all obvious. Would be nice to have some lua make this easier (though the need for enabling cheats may make it harder).
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eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Modoptions thread

Post by eyu100 »

jellyman wrote:Universal multipliers for speed or damage? Not particularly imaginative, but might be good for a laugh to see how gameplay works out if everything is twice as fast (zippers of doom), or does only 10% of the normal damage (con vehicle reclaim the strongest attack?).
If damage was decreased 90%, dgun would be the strongest attack.
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Modoptions thread

Post by el_matarife »

Unholy Alliance:

Everyone spawns with both an ARM and CORE commander or one commander that can build the structures of both. I'm not sure if they should spawn with 2x the resources so maybe make that optional too.

Edit: Emmanuel saw this post and was kind enough to rig up a mutator to test the concept of making the ARM and CORE commanders have both build trees:
BA695Unholy Alliance.sd7
171Kb
SHA-256 Hash 09ccaaabc44c8299a4d2bfd50cd31bb76a30122e747010231bb571f6d30b7006
MD-5 Hash
e1afa54866a197946c2774a63778e233
http://www.mediafire.com/?y2kyazjwdym
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: Modoptions thread

Post by Petah »

Deployment Mode

Base Mode:
Make it possible to place buildings and units before the game starts to the value of a predefined amount of metal and energy (Like in NOTA but with units as well)

Assault Force Mode:
Only allow units to be placed (or no build options available). This would be great fun as each team starts with the same resources and can places units to a certain value then pitch tactical attacks. Tactics would be key. You could say start with 30 stumpy's and the enemy has say 10 reapers, who would win? Maybe have a few repair/rez bots and a fixed income of M/E? What about a few tanks, and some artys vs quick attack units and paralyzers?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Modoptions thread

Post by Pxtl »

Well, since the deployment mutator is available, why not "deployment instead of boost"? Give the players 1000 resources to build whatever they want within the team start areas (or a fixed radius from the comm if not a team-start) on anything from the comm's build-menu. You get 30 seconds. 90% of the freedom of boosting, with none of the annoyances.
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