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.
Foxomaniac wrote:/me believes that this variant is made of FAIL with horrible balance and units that do the same thing as AA units, only worse and with higher cost.
Actually it doesn't. People are free to do what they want with AA and release their own versions if they so choose, as long as it's clear that it is not an official release.
Foxomaniac wrote:/me believes that this variant is made of FAIL with horrible balance and units that do the same thing as AA units, only worse and with higher cost.
Also, it's not just about bigger units, yes there is a Level 4 Kbot lab for both Core & ARM, but that's not the focus. THe focus is on the large amounts of level 2 Units I added, the Level 2 Hovercraft, ZE CLOAKABLE PEEWEES/AK'S, and that sort of thing.
Not my cup of tea, although its not my mod.
But just in case you care what i think i think that adding to AAs gameplay and altering is a brilliant idea, but please don't add masses of units or mess with the balance too much!
Gameplay concepts are what i would be interested in, reducing all AA's build ranges to more OTA standards so that it is better to get the expensive nanotowers for guarding construction, or messing with midgame balance, one nice thing i saw in your mod was the shields differentiating the big units, having extremely weak. visual only shields which allow all types of ammo through but clearly mark t3 units for a good area so that they can be scouted easier and then giving them a nice big buff would be cool, or giving t2 pop up turrets shields instead of little holes in the ground
etc
etc
I'm not saying your mod sucks, just not my thing :)
And i'll wait for supcom for my monkeylords :D don't want to spoil it!
He can't make fundamental balance changes without wrecking compatibility with newer versions of AA and making all his work useless. AA 2.11 FBI files which are altered by mutators won't have the changes from 2.2.
Persh wrote:11k health for the heavy walls, 5 or 6k for the light walls. Nub.
Also, it's variant.
Ah, so you took my advice and lowered the hit points. Remember they WERE 75k. And I'm the one who taught you about shield colors, so don't you dare call me nub.
eddy wrote:i tried it, and its not as bad as it looks on the screenshots!, you guys should try it first, seriously.
Problem is: there are utterly retarded units in there.
The "eagle base"for example is so ugly i firsth thought it was a very bad map feature on those screenies.
Hey, if you make a unit that is half as big as the screen, how about more than 48 polys?