Mod: Progressive Annihilation

Mod: Progressive Annihilation

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Lord Juzza
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Joined: 20 Jan 2009, 11:50

Mod: Progressive Annihilation

Post by Lord Juzza »

As I don't know what the response to this will be yet I'm hesitant to go to the trouble of setting up a sub forum so I'll post this here.

http://springfiles.com/spring/games/pro ... nihilation

I would appreciate it if anyone likes the changes implemented here to host this mod on their autohost.

If there are any glaring issues with BA I'm more than happy to talk to players and resolve them in a timely fashion, as opposed to waiting months for changes that break the game.

Better Annihilation Version 1.0
The name is temporary and will be changing once the mod progresses from beta status but in the meantime I encourage you to have fun playing BA.

This is a modified version of the 7.42 version of BA I made it because BA has devolved into unprogressive shit that refuses to change, adapt or listen to reason. The focus of this mod is more fast paced interesting warfare. Specifically I want to:

Bridge the gap between T1 and T2, at the moment the gap is too big and usually has a long boring transition period where no one makes units. I'd like for games to run smoother without such lulls in combat.

Fix or remove unused units by giving them more defined roles, units like the Maverick and the Fido that are nearly NEVER used because they are inefficient, have no role and are totally gimped.

Talk to players about what they'd like to see in the mod, bigger explosions, more super weapons, more speciality units or anything you can come up. This mod will be progressive, open the change and ultimately be a better mod then BA is. This is my first version and I imagine there'll be a lot of things people don't like about it and I encourage you to tell me about it in a constructive way. I also realise there are 1v1ers, 2v2ers and all the way up to 16v16ers who play and AT THE MOMENT I am focusing on the majority which is larger scale team games.

Normal Mex extraction rate is doubled. I hope this achieves faster paced early game combat as well as a smaller gap between teched players and non teched players so that non teched players who say hold more mexs then someone who has teched on 3 mexes will have a similar chance of winning because their metal income won't be completely outdone by Mohos. Mohos still have the same extraction rate, which equates to two times the rate of regular mexs.
OR
On maps where mexs gave 2 metal mexs will now give 4
On maps where Mohos gave 8 metal they will still give 8 making them a smaller leap in economy.

Moho mines have received a cost reduction of about 150 metal
They have also had their energy consumption reduced to 0, I find that the energy they suck manages to only slow down the production of T2 units by forcing you to build more energy producing structures.
Arm Mohos are now 450 metal has less HP (2500) but is stealthy and can cloak for 50 Energy, is not built cloaked. This isn't too good imo as it's pretty obvious where metal spots are and thus mexs.
Core Mohos are 450 metal has more HP (4000) and they also have access to the moho exploiter
Core Moho Exploiter
Metal cost reduced from 2248 to 2000
They have also had their HP increase from 2000 to 3500

I know this changed is wanted by many and also disproved of by many but I'm hoping to implement units with a similar role to what slashers and samsons had in BA which was killing LLTs from a safe range and long range harassment.

Arm Samson/Core Slasher
Only target air.
Speed increased so they can keep up with armies better.

The reasoning behind these cost increases and decreases is to make ecoing less viable, with the cost increase to fusions it is simply less efficient to tech and therefore provide the opportunity to players who arenÔÇÖt spending all their eco on more eco to kill people who do nothing but eco and pork easier.
The reasoning behind the energy cost decrease is so when you DO have the metal or need to eco you can do so without as much costly preparation of energy producing structures and build power you can get your eco done quickly and get right back into annihilating your enemies.

Arm Fusion Reactor
Increased metal cost from 4004 by 2000 to 6004
Reduced energy cost from 19846 by 5000 to 14846,
Build time reduced from 70014 by 18000 to 52014

Core Fusion Reactor
Increased metal cost from 4203 by 2000 to 6203
Reduced energy cost from 25292 by 8000 to 17292
Build time reduced from 75424 by 15000 to 50424

Arm/Core Underwater Fusion
Increased metal cost by 2000
Reduced energy cost by 8000
Build time reduced by 20000

Arm Cloakable Fusion
Increased metal cost by 2100
Reduced energy cost by 6000
Build time reduced by 20000

Arm Advanced Fusion
Reduced energy cost from 64115, by 30000 to 34115 to scale with Cores AdvFusion
Increased metal cost from 9.1k by 7k to 16.1k
Build time reduced from 157529 by 30000 To 127529 to make games go at a faster pace and spend less time ecoing.

Core Advanced Fusion
Reduced energy cost from 44730 by 10000 to 34730,
Increased metal cost from 9.1k by 7k to 16.1k
Build time reduced from 158390 by 30000 to 128390

I may remove Advanced fusions if they don't like the way they work in the mod but for the moment I'm happy with them in it.

Arm/Core Moho Geothermal Powerplant
Increased Metal cost by 1000 to scale with the increase cost of Eco structures

Arm Prude
Increased Metal cost by 700

Core Behemoth
Increased metal cost by 500

Arm/Core Advance Solars
Advanced solars don't play an efficient role in most games and end up as noob traps and wastes of energy, fuck that. Advanced solars are taking on the role as an effective intermediate energy source between solars and fusions.
Core Advanced Solar
Metal cost is now 400, Energy cost is now 2000 and the energy produced is now 100
Arm Advance Solar
Metal cost is now 400, Energy cost is now 2000 and the energy produced is now 100

I want T2 to be available earlier and T2 units to reach the field from minimal eco so instead of massive T1 battles and then massive T2 battles we have more varied mixes of the two.

Arm Advanced Kbot Lab
Metal cost reduced by 700
Energy cost Reduced by 3000

Core Advanced Kbot Lab
Metal cost reduced by 700 as above
Energy cost Reduced by 3000 as above

Arm Advanced Vehicle Plant
Metal cost reduced by 598 as above
Energy cost reduced by 3000 as above

Core Advanced Vehicle Plant
Metal cost reduced by 647 as above
Energy cost reduced by 3000 as above

Aircraft is now Tech level 1.5, this simply means they can no longer be built by commanders and must be built by cons, like hovercraft plants. This change has been made to prevent some air starting tactics, it's still possible to go air quite early this just gives the other team a chance to get AA or otherwise be prepared boring tactics like early Com drops. This is open to change if the change is not revived well .

Arm Aircraft Plant
Metal increased by 150
Energy Cost increased by 2000
Build time increased by 2000

Core Aircraft Plant
Metal increased by 170
Energy Cost increased by 2000
Build time increased by 2000

Core/Arm T1 Arty tweaked to fire on a lower angle, this makes them more effective at hitting moving targets.

Arm Bulldog
Metal Cost increase from 844 by 106 to 950
Hp increased from 4200 by 1800 to 6000
Damage per shot has been increased from 240 by 80 to 320
Aoe has been increased from 140 by 30 to 170
Increase shot Velocity from 300 by 100 to 400
Reload time changed to 1.6

These changes were made to make the bulldog a cross between the Reaper and Goliath as the bulldog was a bit shit before.

Arm\Core Commander
Can no longer build Aircraft Plant
Coms energy generation increase from 25 by 25 to 50 This is to complement the increase extraction rate of T1 mexes for the early game.

Arm Fark
Metal cost reduced by 40 due to it costing about as much as Freaker but having almost no build options and having only 120 worker time compared to the Freakers 150.

Arm Fatoboy
Metal cost reduced by 400
Hp reduced by 2000
Aeo reduced by 40
Damage per shot reduced by from 800 by 200 to 600
I'm changing this due to fatboys being very tough, very hard to kill with T1 and easy to get from both T2 Vech and Kbot factory. This change may be reverted if it Is not received well.

Arm Fido
Fidos are taking on a new role as a Tech 2 Skirmisher equivalent to the morty but not simply a copy of the unit as opposed to the 1.5 over priced piece of shit that they've been for years.
Energy cost is now 3450
Metal cost changed to 460
No longer On/Off able. They will always use their Gauss Cannon.
Hp changed to 1350,
Max velocity is now 1.9
Reload time is 3
Damage per shot is 255
Range is now 700
Line of sight is now 580
Fidos are NOT morty's but they will fulfil a similar role for Arm, they are slightly more costly, faster, tougher and do more damage per shot but they have a lower rate of fire and less range.

Core Morty
Energy cost increase from 2065 by 1000 to 3065
This isn't a too significant as morty's had the LOWEST metal to energy ratio in the game.
Speed reduced, velocity is now 1.4
Morty's now have 130 accuracy, all this means is that morty's occasionally miss a target, they are still quite accurate.

Arm Hammer
Metal cost reduced by 5
Energy cost reduced by 250
Due to having less Hp then Thuds and having a time wasting opening animation

Core Rapier
Have had their weapons adjusted, they should more accurate now. This is not fixed to the extent I would like and I will be working on it more.

Arm Maverick
As this unit is almost never used at present and when it is it is a complete waste of metal I am going to change its role on the battlefield and change the ridiculous prices it possessed .
Metal cost reduced by from 655 by 155 to 500
Energy cost reduced from 12.18k by 6.5k to 5.68k
Built time reduced from 18k by 8k to 10k
Increased Hp from 1120 by 880 to 2000
Now Steathly (This means Radar doesn't detect them)

Arm Orcon
He's back and ready to kick ass and chew bubblegum and he's all out of bubble gum.

Arm Pit Bull
Damage per shot increased from 675 by 325 to 1000
Reload time increase from 1.625 to 2.408 The reason for this change is to make the pitbull anti heavy units but be swarmed more easily by light units, it retains the same DPS.

Core Viper
Damage Damage per shot increased from 825 by 400 to 1225
Reload time increase from 2 by 0.95 to 2.95
Once again it retains the same DPS

I'm hoping this change to pit bulls and vipers will help encourage the use of T2 and T1 units late game. As the effectiveness of the Viper and Pitbull is severely diminished when fighting cheap low HP units like A.Ks where they overkill for hundreds of damage per shot wasting valuable DPS that would otherwise be put to good use on heavy T2 units.

Arm Consul
I'd like to remove the Fatboy from their build list but I thought I'd put it here first because I know that many players like having them there. I'd propose the modified Maverick to take their place but I haven't changed anything yet, please tell me what you think.

Core Can
Hp reduced from 4350 by 550 to 3800
The reasoning behind this is that cans are too cost effective in most situations, this change is not absolute and I'd like to hear other peoples opinions on it.

Core Doomsday Machine
Metal cost increased from 2478 by 700 to 3178
Doomsdays are just too cheap for their HP and the DPS they put out. Even compared to the Annihilator they were incredibly cheap.

Core Goliath
HP reduced from 8200 by 700 to 7500
Sometime a while ago Golis received a large HP increase with no adjustment to their cost an no reason reasoning behind it, it is of my opinion that they have too much HP for cost which is why I lowered it.

Arm Stiletto
I've seen these abused on many occasions and they are very effective and very hard to kill so I have weakened their bombs and reduced their speed a bit.
Aeo reduced from 240 by 40 to 200 Per Bomb
EMP damage per bomb reduced from 4000 by 2000 to 2000
Paralyse time reduced from 15 by 5 to 10
Range reduced from 1280 by 280 to 1000
Max velocity has been reduced from 12 by 1 to 11.

Core Karganeth
Removed, All terrain and extra AA.
NO LONGER ALL TERRAIN, They don't look all terrain. Being all terrain is just an addition that makes them ridiculous and OP. Karganeths never needed to have more AA on their backs and received not additional cost when it was introduced so now it is being removed in the same way.
I'm intending to give Kargs a different role in the game as their role before consisted of build in factory and issue a move order at the enemies base so at present they have a received a nerf from the overpowering advantages they had.

Arm Mercury
Metal 1572 changed to 1400
Energy 32802 changed to 20000
Core Screamers
Metal 1762 changed to 1400
Energy 40362 changed to 20000
Damage per shot decrease from 1750 by 250 to 1500
Reload time lower from 18.75 by 11.75 to 6
This is just a test, I'd like to have some variation between the two, different damage in regards to reload time but for the moment I'd like to test this and see how they go.

Core Shiva
Shiva's cannon velocity increased from 310 by 390 to 700
This change is intended to combat scout spam against Shivas this tactic ends up with the Shivas missing the scout on their first shots allowing the scout to reach the Shiva(s) which then all fire upon the scout damaging all the friendly Shivas around them. After some testing of the change seem to be effective, Shivas can easily hit incoming scouts and continue merrily on their way without accidentally killing each other.

Core Banisher
Energy cost reduced from 20k by 3k to 17k
This was a very high ratio which is why it was reduced a bit.

Core Tremor
Hp increase by from 2045 by 1000 to 3045
In retrospect how this unit can take damage and defend itself if units get up to it to is very situational this will only marginally increase the Tremors survivability from things like Burtha shots.
Reduced energy cost from 45k by 20k to 25k
This was just too damn high.
Last edited by Lord Juzza on 19 Sep 2011, 15:38, edited 8 times in total.
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smoth
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Re: Mod: Better Annihilation

Post by smoth »

rename it to create less confusion please.
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Lord Juzza
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Re: Mod: Better Annihilation

Post by Lord Juzza »

The name is only temporary.
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Mod: Better Annihilation

Post by hoijui »

post is obsolete, since the name was changed since
change it right now, because you want that.
i don't know how much work you put into this mod, but i guess it was some, and the post alone is too much work to call it BA (saying it is temporary does not help at all), which makes this whole thing looks like a stupid troll attempt.
calling it better is also unlucky, but that is your decision (or problem).
the thing with better is... imagine there would be a political party called The better party...
what do they stand for?
what is their idea of better?
how friggen arrogant do they have to be to think they have the right to call them-selfs that way?
...duh?

some basic possibilities:
* a name that just makes it clear that this is something different, and maybe that it comes from you, eg. Juzza Annihilation
* a name that indicates your goal, in a non subjective way, eg. Every Unit Annihilates


good name! and good luck! :-)
Last edited by hoijui on 20 Sep 2011, 12:10, edited 2 times in total.
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Wombat
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Re: Mod: Better Annihilation

Post by Wombat »

* a name that indicates your goal, in a non subjective way, eg. Every Unit Annihilates
DSDAnnihilation... no wait that would make even less sense >,>

rebalanced annihilation is free again ive heard.
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smoth
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Re: Mod: Better Annihilation

Post by smoth »

what about annihiliation super stars?
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Floris
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Joined: 04 Jan 2011, 20:00

Re: Mod: Better Annihilation

Post by Floris »

Well, the name needs to be changed asap indeed. sooo I've though up of one: Progressive Annihilation


It really suites the mod since it's adaptations are more progessive than BA and the gameplay like you describe/aim for is also more progressive wayish
Last edited by Floris on 19 Sep 2011, 15:00, edited 1 time in total.
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Lord Juzza
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Re: Mod: Better Annihilation

Post by Lord Juzza »

I'll do that floris. ty.
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Floris
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Re: Mod: Better Annihilation

Post by Floris »

yey
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Baracus
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Re: Mod: Progressive Annihilation

Post by Baracus »

i wanna play!
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Das Bruce
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Re: Mod: Progressive Annihilation

Post by Das Bruce »

Be original or brilliant. Unfortunately this is only derivative at the moment.

Have you got any new ideas?
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Baracus
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Joined: 29 Sep 2009, 18:19

Re: Mod: Progressive Annihilation

Post by Baracus »

I disagree bruce, brilliant would be great gameplay. And indeed progression, and everything that was worked on from BA 7.3 -> 7.5 is thrown away in 7.6. This mod looks promissing in replacing 7.6 and make progress towards a game about ground control instead of about Advanced Fusions and Air.
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Lord Juzza
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Joined: 20 Jan 2009, 11:50

Re: Mod: Progressive Annihilation

Post by Lord Juzza »

I also have to say I disagree, this is far from derivative if it was derivative I'd suggest one update every three months and make game breaking changes to an otherwise working mod.

Instead what I have done is taken something stale and dying and turned into something with direction and the intention to progress in a direction that the players want it to go.

My current goals are to:

Change gameplay, make it smoother and more exciting without lulls in combat that were currently caused by teching and the need to stop everything and build expensive eco structures, prevent excruciatingly long and boring ecoing games.

Assign more defined roles to units and more standardized way of pricing units as opposed to the random numbers that exist right now.
An example of this could be.
Light Fast Units: Metal to Energy ratio would be 1:8 metal cost would be derivative of the units HP and then you would a standardized cost for these types of units.
This is an early idea and will be worked upon but it's more then what is in other mods.

Add more interesting units, this doesn't mean I want to fill the mod with random units but I would like to add more variety to T1 Vechs and Kbots as there is something to be desired. I"m open to suggestions from players and will be making a thread for suggestions to be proposed.

And if there is something you'd like to see in the mod, SUGGEST IT and I will take it into account.
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1v0ry_k1ng
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Re: Mod: Progressive Annihilation

Post by 1v0ry_k1ng »

admirable, but this was a waste of time. Fatty couldnt even find people to test the offical BA betas, so GL pushing this
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smoth
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Re: Mod: Progressive Annihilation

Post by smoth »

But but it is a unique project that should stand alone not like we have mutators or anything :p
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Forboding Angel
Evolution RTS Developer
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Re: Mod: Progressive Annihilation

Post by Forboding Angel »

Oh ffs, just call it: Super Heavy Intimidator Terrors

More alphabet soup. Yay.
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Lord Juzza
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Re: Mod: Progressive Annihilation

Post by Lord Juzza »

If you feel that way Forboding Angel I encourage you not to play the mod and instead go play a 16v16 game of BA v7.60 on DSD, tech up and eco for an hour without making any offensive units to then have your base ripped apart by burthas that now break shields on a 1:1 ratio. :P
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oksnoop2
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Re: Mod: Progressive Annihilation

Post by oksnoop2 »

Good Luck, Have fun, Best of Wishes!

XOXOXOXOXO
oksnoop2
:lol:
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Mod: Progressive Annihilation

Post by scifi »

well its a project, so why not wish it good luck.

anyways juzza the pic you have below your name of a ARM Commander, can you send me a link of a bigger version? pls.
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Forboding Angel
Evolution RTS Developer
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Re: Mod: Progressive Annihilation

Post by Forboding Angel »

Lord Juzza wrote:If you feel that way Forboding Angel I encourage you not to play the mod and instead go play a 16v16 game of BA v7.60 on DSD, tech up and eco for an hour without making any offensive units to then have your base ripped apart by burthas that now break shields on a 1:1 ratio. :P
Or how about I play something that doesn't suck altogether?

Alphabet soup. How about you, do something original for a change?
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