Yet Another BA Fork - Eternal Annihilation

Yet Another BA Fork - Eternal Annihilation

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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Yet Another BA Fork - Eternal Annihilation

Post by TheFatController » 12 Sep 2010, 04:54

Why Eternal Annihilation?
If I had no obligation to keep BA stable this is pretty much what BA7.19 would look like, I've created my own fork to test out some ideas and allow a bit more creativity and fix what I consider to be some long standing issues which are part BA's accepted gameplay.

To create this first changelog I've taken feedback from players and other mutators with the goal of making BA more balanced, and more interesting.

tl;dr important changes from BA
- Lower T2 bomber damage, cheaper T2 gunships
- T2 plant costs reduced, T2 builder costs increased
- Sampson/Slasher sightdistance nerf
- Flying combomb damage nerf
- LRPC energy per shot increased significantly
- T3 Assault hp increase
- General tweaks to most strategies aiming to improve overall gameplay
Full Changelog BA7.18 --> ETA1.00 wrote:- Commanders that die while flying in transports now have a less effective explosion.
- Added Beheriths Ambient occlusion groundplate to most buildings.
- Added gadget to fix hitsphere sizes with new Spring.
- Units take 25% less EMP damage while moving.

- Arm Samson sightdistance reduced (620->360), airSightDistance added (620)
- Arm Samson weapon damage vs air increased 15%
- Core Slasher sightdistance reduced (620->360), airSightDistance added (620)
- Core Slasher weapon damage vs air increased 15%
- Core Raider energy cost reduced (2219->1983)

- Core Thud health increased (900->950)
- Arm Hammer health increased (810->860)

- Arm Twilight metal cost reduced (190->120)
- Core Exploiter metal cost reduced (220->155)

- Arm Pack0 cloak cost reduced (20->12)
- Core Gaat Gun (HLT) energy per shot increased (50->70)
- Arm Sentinel (HLT) energy per shot increased (75->100)

- Core Thunderbolt (Floating HLT) weapon damage increased (210-290)
- Core Thunderbolt (Floating HLT) health decreased (3927->3100)
- Arm Stingray (Floating HLT) weapon damage increased (210-290)
- Arm Stingray (Floating HLT) health decreased (3837->3000)

- Core Construction ship turnrate and acceleration increased a bit
- Arm Construction ship turnrate and acceleration increased a bit

- Core Bladewing reload time increased (1.2->1.5)
- Arm Banshee burstrate reduced (2.5->2), removed special lower damage vs Commanders
- Arm Thunder energycost reduced (4075->3668), metalcost reduced (145->135), buildtime reduced 5%
- Added Core Tech 1 Gunship "Fang" (Worse than the Banshee)
- Core Avenger speed increased (9.92->11)
- Core Avenger health increased (140->180)
- Core Avenger missile special damages removed, 0.85 reload 90 damage, air-to-air only
- Arm Freedom Fighter speed increased (9.64->11)
- Arm Freedom Fighter health increased (150->190)
- Arm Freedom Fighter missile special damages removed, 0.85 reload 90 damage, air-to-air only

- Arm Annihilator weapon damage increased (9000->12000)
- Core Doomsday Machine green laser tweaked (longer beamtime, more accuracy)
- Core Doomsday Machine red laser range reduced, dps increased

- Core Advanced Vehicle Plant metal cost decreased 20%
- Core Advanced Kbot Plant metal cost decreased 20%
- Core Advanced Shipyard metal cost decreased 10%
- Arm Advanced Vehicle Plant metal cost decreased 20%
- Arm Advanced Kbot Plant metal cost decreased 20%
- Arm Advanced Shipyard metal cost decreased 10%
- Arm Protector (Anti-Nuke) buildtime decreased 25%
- Core Fortitude (Ant-Nuke) buildtime decreased 25%

- Core Intimidator (LRPC) energy per shot increased (3000, 10000)
- Core Intimidator (LRPC) energy storage added (4000)
- Arm Bertha (LRPC) energy per shot increased (3000, 8000)
- Arm Bertha (LRPC) energy storage added (3000)
- Core Silencer (Nuke) reloadtime increased (180-210)
- Arm Retaliator(Nuke) reloadtime increased (120-150)
- Arm Pit Bull cloak cost reduced (20->16)
- Arm Ambusher cloak cost reduced (40->24)

- Arm Fido buildtime reduced 20%
- Arm Fido energy cost reduced 20%
- Arm Maverick reload time reduced (0.945->0.9)
- Arm Invader velocity increased (2.31->2.8)
- Core Roach velocity increased (2.2->2.7)
- Core Skuttle velocity increased (1.35->1.75)
- Core Advanced Construction kbot metal cost increased (319->558)
- Core Advanced Construction kbot energy cost increased (5428->8142)
- Arm Advanced Construction kbot metal cost increased (290->508)
- Arm Advanced Construction kbot energy cost increased (5105->7658)
- Core Commando bouncing reduced a bit.
- Arm FARK HP increased (200->300), small autoheal added.
- Arm FARK repair speed increased (120->180).

- Arm Bulldog weapon damage increased (240->300)
- Core Reaper weapon damage increased (97->120)
- Core Hedgehog (Mobile Anti-Nuke) buildtime reduced 25%
- Arm Scarab (Mobile Anti-Nuke) buildtime reduced 25%
- Core Advanced Construction vehicle metal cost increased (452->678)
- Core Advanced Construction vehicle energy cost increased (5512->8268)
- Arm Advanced Consruction vehicle metal cost increased (431->647)
- Arm Advanced Consruction vehicle energy cost increased (5263->7895)

- Arm Phoenix bombs per drop reduced (8->5)
- Arm Phoenix Energycost increased 20%, Metalcost increased 5%
- Arm Tsunami bombs per drop reduced (8->5)
- Arm Blade HP increased (1800->3000), damage resitance vs flak removed.
- Core Hurricane bombs per drop reduced (8->5)
- Core Maelstrom bombs per drop reduced (8->5)
- Core Rapier metal cost reduced 20%, buildtime reduced 30%.
- Arm Brawler metal cost reduced 20%, buildtime reduced 30%.
- Arm Dragonfly weapon paralyzer damage decreased (64000->15000), reload time reduced (10-6)
- Arm Dragonfly weapon paralyzetime reduced (20->12)
- Core Advanced Construction Aircraft metal cost increased (231->462)
- Core Advanced Construction Aircraft energy cost increased (8824->11030)
- Arm Advanced Construction Aircraft metal cost increased (220->440)
- Arm Advanced Construction Aircraft energy cost increased (9096->11370)

- Arm Razorback health increased (11500->13800)
- Core Karganeth health increased (9000->10800)
- Core Catapault health increased (5500->7000)
- Arm Marauder health increased (4000->4800)
- Arm Marauder weapon damage increased (185->215), AA missile improved
- Core Shiva health increased (8500->9000)
- Arm Vanguard energy cost decreased (82109->65687)
- Arm Bantha hand cannons DPS increased 15%
What's planned for future releases?
This depends entirely on how well received this mod is, I would like to build upon the above changes (and potentially revert any that really don't work), as there is no restriction on the look and feel of this mod there's also the potential for new models and effects however this all really depends on how popular it is and what the players want...

Download Eternal Annihilation V1.00

Comments, feedback etc below!
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Yet Another BA Fork - Eternal Annihilation

Post by Jazcash » 01 Jun 2011, 04:34

I realise this topic has been bumped by a bot, but I'm thankful. I just read over the changelog fully and I've found myself agreeing with pretty much all of these changes. Wish Fatty had the confidence to actually implement this into BA instead of feeling forced to make a fork in fear of BA's angry mob nature.
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MrCucumber
Posts: 48
Joined: 31 Oct 2010, 19:09

Re: Yet Another BA Fork - Eternal Annihilation

Post by MrCucumber » 01 Jun 2011, 05:00

After looking at all the changes, I like them all except the T3 boosts.

Some of these ideas should be added in or at least looked at for the next BA release.
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Yet Another BA Fork - Eternal Annihilation

Post by Jazcash » 01 Jun 2011, 05:08

MrCucumber wrote:After looking at all the changes, I like them all except the T3 boosts.
Yup, this was my thought exactly.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Yet Another BA Fork - Eternal Annihilation

Post by Wombat » 01 Jun 2011, 08:39

implement this into BA
how about u just go play EA instead, ready to play now >_>

- Arm Samson sightdistance reduced (620->360), airSightDistance added (620)
im suprised TFC didnt add that before, to most aa turets. would solve many air problems and nerf combomb. nice backstage change.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Yet Another BA Fork - Eternal Annihilation

Post by TheFatController » 01 Jun 2011, 10:05

Just a note if anyone doesn't notice this subject is from Sep 12, 2010 and there's a newer version of ETA at http://springrts.com/phpbb/viewtopic.php?f=44&t=24016 which I stopped working on due to lack of in game feedback (was liking the changes, but some needed tweaking).
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Floris
Balanced Annihilation Developer
Posts: 599
Joined: 04 Jan 2011, 20:00

Re: Yet Another BA Fork - Eternal Annihilation

Post by Floris » 01 Jun 2011, 10:59

lol we've been trolled!


...and yes to the agreements!
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Yet Another BA Fork - Eternal Annihilation

Post by Cheesecan » 01 Jun 2011, 11:13

Hm wish those new units were in BA..
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Yuri
Posts: 137
Joined: 21 Jul 2008, 14:46

Re: Yet Another BA Fork - Eternal Annihilation

Post by Yuri » 01 Jun 2011, 11:50

Cheesecan wrote:Hm wish those new units were in BA..
I'm all for that ships. I hope they will be added since Behe will likely be messing with the sea anyway.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Yet Another BA Fork - Eternal Annihilation

Post by Nixa » 01 Jun 2011, 12:30

Lol new ships? Dudes they're just the old ones that got removed from AA/BA during the transition stages :(

I remember having too much fun with the bombardment ships though :twisted:
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