Absolute Annihilation 2.11 - Page 70

Absolute Annihilation 2.11

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KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Post by KlavoHunter »

neddiedrow wrote:Nukes/Anti-nuke balance is pretty much alright, though I believe they should logically deal less damage to flying planes due to altitude. Not that it will make a difference with the current plane HP, but for future reference...

Drone, this is one of those rare occasions that you were spot on.

My list of unit and mechanic proposals is now three pages long, and I'm still waiting on releasing it. Many the engine can't support. Just, you know, warning Caydr here.
Release the list anyways. Your ideas may inspire others.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

KlavoHunter wrote:Release the list anyways. Your ideas may inspire others.
When I'm good and ready.

Some good stuff in there to differentiate Core and Arm, on a side note.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Nukes are effective in so small an amount of situations that nerfing them would just be silly imo.

Like someone said not only do they cost alot of metal but they drain a horrific amount of your energy
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Was someone in the lobby earlier today complaining that anyone who uses nukes etc are lame and so on..

He said that he lost to someone who rushed nukes, claiming they built no defence. I asked him why he didn't win if the person he was fighting had no defence but he didn't say anything after that :P Also told him the costs of the nuke compared to anti's..

Anyway err i just thought i'd say this becuase

1>0 i'm a little bit drunk
2) i think nuke balance is fine and anyone complaing about it refers to situations like this
3) noone has poisted anything in the AA thread for what seems like a year :P
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

just under 24hrs infact! but it seems much longer :P
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ya know, I just had an idea that might make AA a hell of a lot of fun in certain circumstances...

WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?

As blanket as this statement is there is probably some unit in there that would be overpowered in some way (sniper comes to mind), but if played on large maps I believe that this could be a really fun twist to gameplay.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I've been thinking about that to, playing AA on enormous maps would be better to have a version with a lot more range but also a lot faster top speed, so you could have like groups of tanks raging across large deserts
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Forboding Angel wrote:WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?
You'd have to adjust speed, DPS, or health to compensate. Otherwise it would quickly turn into a porcfest.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Some people requested that I make a variant of AA with the commander from WE, The Wargod├óÔÇ×┬ó

http://files.filefront.com/Wargod_AA_13 ... einfo.html

Flame me all you want ;).

FYI, Wargod's rocket is a mini-nuke now, I highly advise you don't try to stockpile it since you can't use it till you have the upgrade anyway =P.

Changes as of V1.3 :

- Wargod's Initial weapons Have same range as Normal comm, this is to make L1 Viable against Wargod >_>
- Fixed All broken Impulsefactors.
- Lower Filesize, hooray. (rly opty, WE is quite unoptimized).
Special Thanks :

Caydr for making my favorite mod (and letting others butcher it into shite without going mad :>).

Opty for making WE.
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

WOuld anyone consider making a mutator that did nothing but multiply the unit ranges by 2?
I dont know..wouldn't this just lead to larger distances between the defense-lines -> harder to cross the "no-mans-land" -> more bunkering?

Something else: Would it be possible to make anti-nukes inform the player of incoming nukes? I remember in original TA flying nukes were marked as a cross on the radar (iirc) which was quiet usefull.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

knorke wrote:Something else: Would it be possible to make anti-nukes inform the player of incoming nukes? I remember in original TA flying nukes were marked as a cross on the radar (iirc) which was quiet usefull.
Unless Caydr made the anti-nuke/nuke make a very loud sound when launching or show/hide a massive piece of the model, it's an engine feature request.
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Aun wrote:Unless Caydr made the anti-nuke/nuke make a very loud sound when launching or show/hide a massive piece of the model, it's an engine feature request.
"Nuclear launch detected!"
esteroth12
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Post by esteroth12 »

antinukes could have that as their fire sound ;)
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knorke
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Post by knorke »

doesn't the sound system allow to play sounds at a "global" volume?
In some thread someone said that engine sounds are already possible, so maybe "nuclear launch detected!" could be done too.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

I would love to hear a Warning siren acompanied with a short range audible warning.

I also really liked the idea that sombody had mentioned eariler about a huge smoke burst at the Silo's as a missle is launched.

Mix both together and u got a sexy system down for Missle launch scenarios.

Here is one issue though, a warning sound/message is going to be nice regardless, but will you only get that warning if you have an ANTI built?

Reason I ask is this, if you are the only player on the map with a nuke, and nobody has an antinuke, is everyone going to head the warning sound that originates from that one nuke factory?

If there are multiple nukes, will the sound be overlapped so 2 sounds play simutaniously?

If the warning can be played without the Antinuke silo being built.. what will trigger the sound warning?

Had to ask :D
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Aun
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Post by Aun »

MR.D wrote: If the warning can be played without the Antinuke silo being built.. what will trigger the sound warning?

Had to ask :D
The Nuke silo? The comm?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

well... with fancy scripting, you can probably have it not paly the sound...

(somewhere in the firing script, start a countdown, of maybe 10 seconds?)

if you don't have an antinuke, you don't deserve to know! :P (you could probably hear the explosion/see it anyway)
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MR.D
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Post by MR.D »

MWAHAHAH I got it

Have the nuke launcher fire 2 weapons, 1 being the actual nuke, and 1 being a very very very fast missle that would follow the same trajectory path as the nuke. The 2nd projectile would be invisible but for its impact sound effect, that would be the "Missle Launch Detected" sound.

:D
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Johns_Volition
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Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

I dunno, it seems to me that buildings can have sounds, so why cant the anti nuke make a sound if it starts deploying?
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

My idea would be the alternative.

It could work either way, but this way you will be notified even if you don't have an AntiNuke.
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