Defining map settings before starting a game - Page 3

Defining map settings before starting a game

Requests for features in the spring code.

Moderator: Moderators

Good idea?

Yes
18
55%
No.
15
45%
 
Total votes: 33

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I know that greenfields is alpha, and there was gonna be a metalmap.

But you can now see how popular it is, so why not allow us to modify the map stats?
And disabling mexes is a bit annoying job, for every mod you need to find the right unit codenames -.-

And have you ever thought: "shit, this map is too soft"
...
Also that is one reason where this would be needed. Different mods have different effects to the ground too. And some maps have just too soft ground to be playable in long games.

Someone can make great map, but you cant know how idiot the maker was. He can be a great artist without brains :)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

TradeMark wrote:Also that is one reason where this would be needed. Different mods have different effects to the ground too. And some maps have just too soft ground to be playable in long games.
That's why con units can restore the ground.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

lol, you need to build more and more con units all he time then, because they will get destroyed in a second if you put them to there where you need them. :lol:

And restoring is SLOW. And when you finish one ground restore, it'll be holed again in a short while :D

That is not just a solution at all.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

TradeMark wrote:I know that greenfields is alpha, and there was gonna be a metalmap.

But you can now see how popular it is, so why not allow us to modify the map stats?
Popular |= Good.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Stop talking shit, popular = good.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

TradeMark wrote:Stop talking shit, popular = good.
SpeedMetal is a god among maps!
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

You may not like it, but everyone aint like you. Understand?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

yes but the majority isn't always right. Just because everyone thinks its a good idea doesn't mean it really is. History teaches us that lesson quite well.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

*cough* Hitler *cough*..
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Godwin's Law has been exercised, time to nuke the thread :roll:
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

meh cool.. forgot about that, anywho he was popular, and not good.. thus backing up J5's point..
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

TradeMark wrote:Stop talking shit, popular = good.
Hmm, by that logic, because real maps are more popular than speedmetal or greenfields, real maps are better, and this is still a bad idea. :|
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Who cares if an idiot host could use it to turn everything into speedmetal or greenfields. An idiot host could set the start ressources to 10^20.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I do care.

And OMFG thanks for making this to offtopic again.

I aint talking what is GOOD in general view of point, or who is right and who is wrong in the map goodness.
Im talking about what could be more fun and more optimal: no need to make 10 different copies of one map.

And think the map hardness again, some good maps have still bad hardness values. Think think think. think different mods, think.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I stand by my oppinion, default settings are nice but sometimes a user wants to override them. We could even "rank lock" those values so time spent on a server with a metal multiplier other than 1.0 (and possibly a few other restrictions) is not counted for the user rank and any server changing these values is flagged as "unranked". AFAIK the rank has no effect on what a user can do but some people see it as important so changing rank locked values is discouraged a bit.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

or...we could just add features that allow people to play the game the way they want...without forcing them to use arbitrary settings in order to gain 'status'. ;)

seriously, I don't get why anyone has an objection to this at all - its a great idea :-) ...more options = better, always...If the host wants to use options that you don't, nobody is forcing you to play that game; we have the same scenario right now with picking maps and mods, and that works just fine 8)
User avatar
MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

Perhaps a good solution would be to simply place an icon next to the map (or hosted game etc) that SHOWS that the maps settings are being changed, that way you know before joining the game if its really the map in question, or if the host has tweeked it a bit.

This is not to show the actual settings, just to alert you to the fact that the map is not as it seems so you can take a look at the settings or just not join the game.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

sounds good :-)
User avatar
EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

The idea of adjusting the overal metal output seems a bit pointless to me when there is the handicap feature - just enable that for everyone.

Although I would like to see adjustable start positions as forboding suggested.
Perhaps also a feature density value? (So maps with excessive trees dont slow down gameplay/CPUs so much)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Soulless1 wrote:or...we could just add features that allow people to play the game the way they want...without forcing them to use arbitrary settings in order to gain 'status'. ;)

seriously, I don't get why anyone has an objection to this at all - its a great idea :-) ...more options = better, always...If the host wants to use options that you don't, nobody is forcing you to play that game; we have the same scenario right now with picking maps and mods, and that works just fine 8)
It was just a suggestion since people here are so quick to complain they won't be able to find a game without stupid settings anymore once change X is implemented.

Exit: Does handicap affect all ressources or just metal extraction?
Post Reply

Return to “Feature Requests”