Removing mines/minelayers, any objections? - Page 4

Removing mines/minelayers, any objections?

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: Removing mines/minelayers, any objections?

Post by Caydr » 18 Aug 2009, 22:42

Unfortunately, Pxtl is quite right. Just because I have a lot of experience doesn't mean I can just magically rework an entire game on the scale of AA/BA. Anything I can do to cut corners, if only temporarily, would be quite a blessing.

There'll probably be some units cut and added back at some later time. There will also be units cut which won't be returning, due to game balance changes. Some types of unit are no longer needed, others need to fill new roles, etc.

It's really a daunting task, so I'm trying to trim the fat and concentrate on getting the important stuff right before I worry too much about extras and units with questionable value.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Removing mines/minelayers, any objections?

Post by TheFatController » 18 Aug 2009, 23:59

Pxtl wrote:Anything that reduces the massive complexity of hte game into something manageable is good
Were you part of a focus group for Spore?
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Caydr
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Re: Removing mines/minelayers, any objections?

Post by Caydr » 19 Aug 2009, 06:32

Owwwwwtchh
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REVENGE
Posts: 2376
Joined: 24 Aug 2006, 06:13

Re: Removing mines/minelayers, any objections?

Post by REVENGE » 21 Aug 2009, 09:22

TheFatController wrote:
Pxtl wrote:Anything that reduces the massive complexity of hte game into something manageable is good
Were you part of a focus group for Spore?
rofl
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