TA:WD - Page 35

TA:WD

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

shasla5 wrote:In regards to the poll, at least make the US and probably Britain seperate countries. The rest could easily be lumped into one.

:lol: you're joking right?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well my idea was to have factions of NATO and Mospact composed of a small number of countries.

UK, Germany, Netherlands, Belgium, Italy (all the main EU powers really) and then US, Canada and Mexico for the other side, they would essentially be allies in most games but in a FFA or 2 VS 2 they could play against each other.

so lumping countries in one side would be what we would be seeing.

Otherwise there would be major ballance problems.

Another problem we'd be bound to run into is Mospact, There are VERY Little Chinese units made for Mospact as of right now and we would need to make alot of new units just for the Chinese side, many Eastern Bloc countries use Russian equipment anyway...
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

OK, couple of things I just notice while playing a test game.

The MOSPACT Pucara (sp?) won't attack and there's this wierd decal attached to the MOSPACT heavy gun emplacement.

Also the MOSPACT commanders gun outranges the AT position it can build enabeling it to push back defensive lines on it's own. That and it's massive health ment I was able to use it to wipe out a base.
It would sit back and destroy the gun emplacements and then the infantry could swarm in.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Hmmm, the Mospact ATGM pillbox indeed does have less range.

Commanders can be very powerful in base sieges (but is highly frowned upon, since it's commander rushing) but when facing another commander, the rushing commander will be at a disadvantage and take more damage than the defending commander, the Rushing commander would surely meet it's doom.
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Ok..., I guess I'm spolied by the AA style comm where you can't comm rush any more.

Either way is there any quick fix for the Pucara?

Oh and helicopters still seem a tad overpowered. They're fine vs infantray and tanks, maybe a bit too hard vs anti-air emplacements and definately still too hard vs aircraft.

But that's just my opinion :-)
Blizzard 2
Posts: 20
Joined: 30 Sep 2005, 14:26

Post by Blizzard 2 »

GrOuNd_ZeRo wrote:Well my idea was to have factions of NATO and Mospact composed of a small number of countries.

and then US, Canada and Mexico for the other side, they would essentially be allies in most games but in a FFA or 2 VS 2 they could play against each other.

so lumping countries in one side would be what we would be seeing.

Otherwise there would be major ballance problems.

Another problem we'd be bound to run into is Mospact, There are VERY Little Chinese units made for Mospact as of right now and we would need to make alot of new units just for the Chinese side, many Eastern Bloc countries use Russian equipment anyway...
You should add France for nato.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

France and Italy is also planned ;)

I like the FAMAS, Leclerc and the Rafale :D

Gunships still overpowered? I cut down their firepower by atleast 50% and most of them can't fire at air targets at all! except for the Cobra.

And Yes, they ARE capable of carrying AIM-9L's.

Image
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

oo rah
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

GZ at least they aren't arguing about how all helicopters look alike.

Ran into that on another forum i patrol and man is it annoying...

anyway, good to see there is some work on this mod as i have always liked it.

Oh and make the Firebase buildable!!
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Last time I checked the firebases were buggy :P i'll test them some more.

Yeah I have some more motivation to work on it now, I really don't want the 5+ years I worked on it to be handed over to someone else, it became part of my life :P
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

if someone has the time, can they add in a bonus pack, like the X-planes one, which includes nukes (missiles, like IBCM size, and slow) and tac nuke bombers....

Will be useful for my screenshot/movie making hobby....
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I've noticed a few things I'd like to adress, namely the anti-tank weaponry, the commander's gun for example (and other tank guns) will have much longer reload times, it will be closer to 10 seconds rather than 2 like in OTA, Artillery will be nerved further as well and will be closer to 20 seconds reload time per shot, MLRS' will probably get a longer time to reload their salvo's.

I have noticed it's too easy to protect your base with the commander only, most infantry are taken out since there are long LOS ranges.

Infantry like Grenadiers and ATGM soldiers will be affected to with the reload time nerving...

This way the emphasis will be on gunfighting, tanks would rely more on their heavy machineguns and infantry more on their rifles, I might even give the Anti-Tank/Anti-Air infantry a pistol or sub-machinegun to defend them selves with against infantry

I will also look further into gunship abuse.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

BlackLiger wrote:if someone has the time, can they add in a bonus pack, like the X-planes one, which includes nukes (missiles, like IBCM size, and slow) and tac nuke bombers....

Will be useful for my screenshot/movie making hobby....
All your ideas sound good, GZ, I'd like to see em... would make my screenies more interesting also.

http://s15.invisionfree.com/Cyber_Natio ... opic=14238 latest BBC news report. Live images of the NPO LUE battlefield (seriously, BBC news, bringing you things that go BOOM!) YAY for using WD and Spring for this sorta stuff.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

LOL that's pretty good ;) what AI (if any) were you using?

Some bad news on the WD development front, I lost all my recent progress so I regressed to the latest version I updated, fortunatly I decided to release when I did otherwise I would have lost a LOT of progress. (I blame 7Zip for this, buggy shite...)

I am slowly working on changing everything back, fortunatly my explosions file was salvagable (which I forgot to tell ya about).

WD infantry will now explode in a nice spray of blood, artillery will create shockwaves/light up the ground etc.
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

GrOuNd_ZeRo wrote: WD infantry will now explode in a nice spray of blood, artillery will create shockwaves/light up the ground etc.
Blood!!
Everybody likes blood =)

To bad the tanks won´t spray blood on death :lol:
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Make em splay blood out of the entrance port :P
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

GrOuNd_ZeRo wrote:LOL that's pretty good ;) what AI (if any) were you using?

Some bad news on the WD development front, I lost all my recent progress so I regressed to the latest version I updated, fortunatly I decided to release when I did otherwise I would have lost a LOT of progress. (I blame 7Zip for this, buggy shite...)

I am slowly working on changing everything back, fortunatly my explosions file was salvagable (which I forgot to tell ya about).

WD infantry will now explode in a nice spray of blood, artillery will create shockwaves/light up the ground etc.
None. Using .cheat and .team 0,1,2,3,4 :)

Swapping betwen the teams. 3 Mospact vs 2 NATO, specificly set up defences....
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am quite pleased with the new explosions and such and will probably be releasing a revised version soon.

Almost all anti-tank weapons now have a reload of around 8-10 seconds depending on what type of weapon it is (I.E. Autoloader gun, AT Missile) and they have about a 50% damage increase to compensate.

I am still working out some of the kinks and will be releasing a new version hopefully soon.

I expect to release updates more reguarally now since I regained my motivation.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

AT weapons need to do less damage to infantry really.... they get wiped out too fast to be useful...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

That shouldn't be a problem at all anymore, I decreased the area of effect considderably and it no longer blows infantry all over the place.
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