Absolute Annihilation 2.11 - Page 98

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Caydr wrote:Furthermore, I'm going to destroy speedmetal. It's not what this game's meant to be played on. As of 2.2, it will be impossible to play AA on speedmetal or its variants.
How, pray tell, shall you manage this?

EDIT: Isn't the forum supposed to break when a topic overshoots the 60-pages mark?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I bet awesome coding that makes mexxes don't give any metal on patches higer then "x".

I mean, it works the OTHER way... (exploiters...)
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

as for aa bot models I like these:

arm
http://www.unituniverse.com/?p=u&v=3019
Image

core
http://www.unituniverse.com/?p=u&v=660
Image


http://www.unituniverse.com/?p=u&v=3241
Image
this one has a flag, how cool is that?
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

the flagged one is kinda .... lol...

but the arm chicken walker...

thats pretty smooth for an anti-air mech :wink:
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

i really hope that was not a joke to make speedmetal* maps unplayable on aa ;)
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Machiosabre wrote:as for aa bot models I like these:

arm
http://www.unituniverse.com/?p=u&v=3019
Image
Not bad, rocket containers should be angled upwards though. Maybe stick a radar on top or sth. similar.
Tasty. Very cool. Hails of tracers from that would look quite nice.
http://www.unituniverse.com/?p=u&v=3241
Image
this one has a flag, how cool is that?
Meh.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'm probably going to make shields play a different role. Rather than being a general defense for a wide area, they will be much closer to the original purpose I had in mind, protecting a small area with important structures. They will however be much more effective at protecting that area.

This should have at least one interesting effect...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Well it's about bloody fracking time. Like 6 months ago I was practically begging for some model suggestions and I get nothing, now I ask and I get three that all look very promising! Thanks.

AA kbots in next release.

Furthermore, I've come to a decision. Since the transition from L1 to L2 is so expensive and difficult (rightly so), I think it would be a good experiment to try turning Twilights and Exploiters into an actual upgrade to regular extractors, rather than just an alternative. They will have an increased metal output compared with regular extractors, but will still make moho extractors the ultimate solution. They will also be more expensive - sort of like the difference between a Defender and a Packo. The same sort of unit, but with improved survivability and usefulness in the same space.

This will make L1 battles not peter out so badly when people start trying to build their L2 factories, I hope, because you will still have the ability to continue improving your metal income.

Twilights will still be cloakable for a very reasonable cost, while Exploiters will still be armed. Both will receive a reasonable HP boost relative to their increased cost, especially in Twilight's case.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

thb I wouldn't want to go through upgrading mexes twice.
In my experience there's a decrease in speed just after lvl2, not just before, and it's because you pump alot more res into economy at lvl2 and I wouldn't want it to be like that at lvl1.
I'm all for making exploiters and twilights have the same output as a regular mex though.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

afaik there is a new mex ugrade group ai in the next spring version

Although i agree with machio :P
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

I think it depends on the payoff time of the L1+ mexes. If they more than pay themselves off by the time you can afford to replace them with Mohos, they'll get used. If they don't, they won't.

I'm all for anything that can smooth the transition to an L2 economy, though.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

An idea for the two different Level 2 Geo-plants:
At the moment, they are very similiar I think.
Maybe the 'dangerous' version (forgot the name) should have an "high pressure" option that can be toggled via the on/off button.
When enabled, all safety valves are closed and the energy-output is doubled.
This would result in a bigger explosion when destroyed (better switch off your plants when attacked!) and the self-repair would be stopped.

I think it would be a good experiment to try turning Twilights and Exploiters into an actual upgrade to regular extractors, rather than just an alternative. They will have an increased metal output compared with regular extractors, but will still make moho extractors the ultimate solution.
This might get too complicated...why not just build some extra windfarms+metalmakers, although short-lived they are usefull to make the jump to level 2 a little easier.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Maybe for pepole who aren't really planning on level 2?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Kixxe wrote:I bet awesome coding that makes mexxes don't give any metal on patches higer then "x".

I mean, it works the OTHER way... (exploiters...)
Well, no, actually they'll be instantly self-destructing if their rotating arm goes faster than the speed it goes at roughly somewhere between 3 and 5 metal per tick (haven't decided yet). But you were close.

Finally made it through the whole thread. phew. Changelog the size of my arm. Going out of town for a bit but I'm bringing my laptop, changelog, and development version of AA with me so I should be able to do some work on the road.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

3-5 metal per tick is a little extreme (speedmetal is 2x per tick) altthough really i think people should be able to play whatever map they like...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote: Furthermore, I've come to a decision. Since the transition from L1 to L2 is so expensive and difficult (rightly so), I think it would be a good experiment to try turning Twilights and Exploiters into an actual upgrade to regular extractors, rather than just an alternative. They will have an increased metal output compared with regular extractors, but will still make moho extractors the ultimate solution. They will also be more expensive - sort of like the difference between a Defender and a Packo. The same sort of unit, but with improved survivability and usefulness in the same space.

This will make L1 battles not peter out so badly when people start trying to build their L2 factories, I hope, because you will still have the ability to continue improving your metal income.

Twilights will still be cloakable for a very reasonable cost, while Exploiters will still be armed. Both will receive a reasonable HP boost relative to their increased cost, especially in Twilight's case.
Please NO, why change it too much every time..... we want a quality mod! not a mod which changes all the time....
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

NOiZE wrote:Please NO, why change it too much every time..... we want a quality mod! not a mod which changes all the time....
A quality mod is a mod that changes as issues are discovered.

I'd like to see the changelog. If most of it's focused on naval balance, that's good.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote: Well, no, actually they'll be instantly self-destructing if their rotating arm goes faster than the speed it goes at roughly somewhere between 3 and 5 metal per tick (haven't decided yet). But you were close.
that's really phatetic tbh, someone will just make a variant and all your work is gone, huge waste of time. Let's face it you can't kill speedmetal, but why do you care? It's the speedmetal players who waste their time...

Just let everybody play what they want to play. it's a game ffs.
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

I agree with machio re: L1.5 mexes. upgrading mexxes is the biggest hassle of playing AA and having to do it twice per game would be pretty awful.

I also agree w/ Noize about speedmetal. Mostly I think making mexxes destroy at 3-5 metal is really extreme and might ruin other interesting gimmick maps besides speedmetal.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

that's really phatetic tbh, someone will just make a variant and all your work is gone, huge waste of time. Let's face it you can't kill speedmetal, but why do you care? It's the speedmetal players who waste their time...

Just let everybody play what they want to play. it's a game ffs.
Pathetic :)
and i dunno about the changes...shields shouldn't really be in AA imo. Maybe (MAYBE) bertha walls or something, just not shields.
level 1.5 mexes? also doesn't sound very hot, a strange strange way to do things.
Removing SM compatibility? don't think it will work a variant will be out in a week, besides SM is the lulz and a funny alternative gameplay. This is the miN3mATiAn PrEsDiNT of #as (anti-speedmetal channel). I just detest it being taken seriously, it can be fun hehehe
Locked

Return to “Game Releases”