Balanced Annihilation 7.6alpha2 - Page 3

Balanced Annihilation 7.6alpha2

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sillynanny
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Re: Balanced Annihilation 7.6alpha2

Post by sillynanny » 31 Aug 2011, 18:56

What do you think of combining T2 radar and targeting facilities?
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Niobium
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Re: Balanced Annihilation 7.6alpha2

Post by Niobium » 01 Sep 2011, 09:00

TheFatController wrote:Just a side note, 7.50 has more efficient metal makers than 7.31 so people have been playing with buffed metal makers for the last few months.
Not true.
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TheFatController
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Re: Balanced Annihilation 7.6alpha2

Post by TheFatController » 01 Sep 2011, 09:29

My apologies then, I was thinking of 7.42 :oops:
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massive
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Re: Balanced Annihilation 7.6alpha2

Post by massive » 01 Sep 2011, 10:14

sillynanny wrote:What do you think of combining T2 radar and targeting facilities?
It will be look like t2 radar in TechAnnihilation by TTL.
I think in this case T2 radar must be increced in price and power consumption.
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TheFatController
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Re: Balanced Annihilation 7.6alpha2

Post by TheFatController » 01 Sep 2011, 10:37

sillynanny wrote:What do you think of combining T2 radar and targeting facilities?
I think something should be done with targeting facilities, they're nowhere near as important as they were in OTA, not 100% on merging them with t2 radar but that is something i'd thought about
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Beherith
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Re: Balanced Annihilation 7.6alpha2

Post by Beherith » 01 Sep 2011, 11:21

Just to jump in: targetting facilities are insanely good. I use them whenever I go for long range/ arty type units. Just 1 is a good start, but 2 makes morties dead accurate - plus it gives the bonus to your whole team!
Great for snipers, lugers, morties, fatboys and gollies, penes, annis, vipers, etc.
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gonpost
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Re: Balanced Annihilation 7.6alpha2

Post by gonpost » 01 Sep 2011, 14:21

Beherith wrote:Just to jump in: targetting facilities are insanely good. I use them whenever I go for long range/ arty type units. Just 1 is a good start, but 2 makes morties dead accurate - plus it gives the bonus to your whole team!
Great for snipers, lugers, morties, fatboys and gollies, penes, annis, vipers, etc.
Wait, they give the bonus to your whole team? So two of them is enough for the whole team? :o
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Johannes
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Re: Balanced Annihilation 7.6alpha2

Post by Johannes » 01 Sep 2011, 15:06

Yeah, it's just an underused unit, not a bad one.
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sillynanny
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Re: Balanced Annihilation 7.6alpha2

Post by sillynanny » 01 Sep 2011, 15:47

I did not mean the targetting facilities were bad or useless. I just find it strange that a building sitting in the back could improve your accuracy so much. Sure it could be extra CPUs for signal processing, but still. It would be more interesting if they had to be at a somewhat attackable position. Not in the frontlines, but in the places where you would make a t2 radar would seem the best option.

Because, as Behe says, they make a lot of units much much more effective, and as such it would be nice to be able to attack them, one more strategic target.

You could build T2 radars in the back, like now you can build the targetting facilities, but then you would lose the radar effect, that you paid for with the increased combined cost of the new structure.
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Jools
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Re: Balanced Annihilation 7.6alpha2

Post by Jools » 01 Sep 2011, 15:59

I also miss how vital these were in OTA, a targetting plus some berthas usually meant gg. My first priority in bombing used to be the targetting facilities.

Come spring, with its automatic targetting, coupled with the fact that these structures lose a 't' :wink: , and suddenly they are not useful.

How about letting these facilities enhance the accuracy of all units and not only those who get inaccurate because of radar imprecision?

The targetting facility represents your forces intelligence central, it's natural that this would be placed in the back and not on the frontier. Think of it as a radio centre in WWII terms.
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TheFatController
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Re: Balanced Annihilation 7.6alpha2

Post by TheFatController » 01 Sep 2011, 16:04

Jools wrote:How about letting these facilities enhance the accuracy of all units and not only those who get inaccurate because of radar imprecision?
I'm not certain there's a way in Lua to do this, I experimented with letting them decrease loadtime of AA missiles by 5% per facility up to 25% in Eternal Annihilation but that's a bit kooky tbh
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smoth
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Re: Balanced Annihilation 7.6alpha2

Post by smoth » 01 Sep 2011, 16:16

Jools wrote: How about letting these facilities enhance the accuracy of all units and not only those who get inaccurate because of radar imprecision?
Because it uses
isTargetingUpgrade
which stabilizes the radar blips instead of the random movement they normally have. it is a throw-back to TA. In OTA your units did not auto target radar though >:| I forget what the tag did in OTA.

It would be cool if the targeting upgrade would increase the reaction speed of defense structures near it.
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Jools
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Re: Balanced Annihilation 7.6alpha2

Post by Jools » 01 Sep 2011, 16:18

Well the first step is agreeing what should be done, and the second step is figuring out how to do it (some of this goes in parallel, true). But nothing is impossible.

Is the unit ability hardcoded in the engine, I thought that it would be somehow possible to use the customparams section for making new tags if there isnt one already for the targetting?

Also better AA is not so bad either, that would make the unit worthwhile. And XTA also suffers from the same problem. Only thing people build targettings for are if they plan to use the shooter/sniper unit.
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Jools
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Re: Balanced Annihilation 7.6alpha2

Post by Jools » 01 Sep 2011, 16:23

smoth wrote: Because it uses
isTargetingUpgrade
which stabilizes the radar blips instead of the random movement they normally have. it is a throw-back to TA. In OTA your units did not auto target radar though >:| I forget what the tag did in OTA.
Maybe it didnt do anything, maybe they included it to be futureproof (for us).
smoth wrote: It would be cool if the targeting upgrade would increase the reaction speed of defense structures near it.
Or everywhere, the TF still costs a lot of E to run. But that's alos a good idea. See, there are many possibilities.
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TheFatController
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Re: Balanced Annihilation 7.6alpha2

Post by TheFatController » 01 Sep 2011, 16:39

Next spring version is getting
http://springrts.com/phpbb/viewtopic.php?f=21&t=26040

Even if the function isn't what I asked for and only half useful it could also open some more possibilities.
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smoth
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Re: Balanced Annihilation 7.6alpha2

Post by smoth » 01 Sep 2011, 16:40

Jools wrote:
smoth wrote: Because it uses
isTargetingUpgrade
which stabilizes the radar blips instead of the random movement they normally have. it is a throw-back to TA. In OTA your units did not auto target radar though >:| I forget what the tag did in OTA.
Maybe it didnt do anything, maybe they included it to be futureproof (for us).
no I was functional I am just not going to look it up.
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AF
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Re: Balanced Annihilation 7.6alpha2

Post by AF » 01 Sep 2011, 16:55

I thought the targetting facility let you target radar blips in OTA?
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smoth
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Re: Balanced Annihilation 7.6alpha2

Post by smoth » 01 Sep 2011, 17:06

Pretty sure it did but I didn't want to state that unless I knew for sure which, I don't right now.
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Jools
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Re: Balanced Annihilation 7.6alpha2

Post by Jools » 01 Sep 2011, 17:33

TF in OTA did automatically target radar blips.

Without TF you could still target radar blips manually, but the automatic targetting gave a big advantage.
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AF
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Re: Balanced Annihilation 7.6alpha2

Post by AF » 01 Sep 2011, 18:31

Also, thanks to the lack of radar blips, one had to manually issue the order via the minimap
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