Download Complete Annihilation beta 2.1
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
How so? If you balance the mod and then add a new element you have to redo balancing with the new change, better to just balance it with all features implemented.tombom wrote:Yeah. CA has some cool stuff but it's annoying when the attitude is "add first, balance later".MR.D wrote:You guys need to sort out some of the basic balances before you start adding in more useless stuff like that..
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
If you have the basic units and game balanced, adding in new units = less time spent balancing those new units, because you have a solid comparison to start from.
Adding chaos to chaos = more chaos.
Adding a little chaos to something already in order, is alot easier to sort out.
All the eye candy in the world isn't going to help sell this mod to the typical Spring gamer, of which 80% are BA players.
You have to realize that out of those 80% of spring players who are only playing BA, less than half of them will come to play CA for the sole purpose of it containing newer features and fancier eyecandy.
Without a solid or at least decent Game balance of the units, people will just end up turning away.
Its just a natural assumption that, even of those few people, they will be comparing CA's game play to Balanced Annihilation.
While BA may be buttugly in comparison, its gameplay is solid and the players that stick with BA know it and stand by it.
So thats why I say, shoot for those balance issues first, then worry about flying aircraft repair pads..
Adding chaos to chaos = more chaos.
Adding a little chaos to something already in order, is alot easier to sort out.
All the eye candy in the world isn't going to help sell this mod to the typical Spring gamer, of which 80% are BA players.
You have to realize that out of those 80% of spring players who are only playing BA, less than half of them will come to play CA for the sole purpose of it containing newer features and fancier eyecandy.
Without a solid or at least decent Game balance of the units, people will just end up turning away.
Its just a natural assumption that, even of those few people, they will be comparing CA's game play to Balanced Annihilation.
While BA may be buttugly in comparison, its gameplay is solid and the players that stick with BA know it and stand by it.
So thats why I say, shoot for those balance issues first, then worry about flying aircraft repair pads..
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- Posts: 272
- Joined: 30 May 2006, 17:06
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Forks for the sake of branding are a bad idea because they make maintenance harder.
It's easier to balance from scratch after you're done adding than continually rebalance large parts of the game as the gameplay changes. From scratch you only balance each unit once, with incremential balancing you end up balancing some units quite a few times because some new element disrupts their balancing and new values need to be found. Balancing should only take place once the gameplay is implemented and only fine tweaks are necessary (unless you plan on having an intermediate release).
It's easier to balance from scratch after you're done adding than continually rebalance large parts of the game as the gameplay changes. From scratch you only balance each unit once, with incremential balancing you end up balancing some units quite a few times because some new element disrupts their balancing and new values need to be found. Balancing should only take place once the gameplay is implemented and only fine tweaks are necessary (unless you plan on having an intermediate release).
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- Posts: 272
- Joined: 30 May 2006, 17:06
After seeing you play last night, i fear not. I watched that game where you turned a losing 1v2 into a winning 1v2. And then the game crashed. Right before the game crashed, you had 8 stumpies in the south front, that you could have moved into their undefended production area just one screen away.KingRaptor wrote: Already working on it. Unfortunately, I threw in a dozen or so balance changes of my own as well
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
weee postcount +1
Because the mutator is forked from BA (then again, so is CA itself in a way, but this mutator plays very much like BA), I'm holding off on doing anything public with it until I get some clarification from Day/NOiZE.
I hope to get something out soon, even if only as a proof-of-concept. CA proper has some very serious issues with its balance (not gonna elaborate, Saktoth can explain if he wants to take the time), and I'd like to give people something to play while we work out the balance issues.
EDIT: Alternatively, you could always play the included AA 2.11 mutator for CA
Because the mutator is forked from BA (then again, so is CA itself in a way, but this mutator plays very much like BA), I'm holding off on doing anything public with it until I get some clarification from Day/NOiZE.
I hope to get something out soon, even if only as a proof-of-concept. CA proper has some very serious issues with its balance (not gonna elaborate, Saktoth can explain if he wants to take the time), and I'd like to give people something to play while we work out the balance issues.
EDIT: Alternatively, you could always play the included AA 2.11 mutator for CA
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Breaking news.
REV 549 :
- New t4 unit added : smug gaot
codename : casmug.
http://files.caspring.org/snapshots/latest.sdz.php
Check 't out.
REV 549 :
- New t4 unit added : smug gaot
codename : casmug.
http://files.caspring.org/snapshots/latest.sdz.php
Check 't out.