In TA when commander was kill it ended the game ... - Page 2

In TA when commander was kill it ended the game ...

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

The game should end when your last builder/factory is killed, not necessarily when your com dies. Otherwise a lame noob can still have a chance at winning.
On the contrary, I've found that lame noobs have far more problems forgetting to set their commander to hold fire and cloak and sit him in a puddle somewhere than they do accidentally wandering in to mine. In fact, one of the most common reasons it is so easy to beat noobs is that they often accidentally send their commander wandering off into the direction of my lines.

On commander death = end, you can't play TA like a game of starcraft. You have to play it like chess, where EVERYTHING you do is directed towards either attacking the enemy king, or defending your own.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I'm for com dead = end game. But last game I played (xta) ennemi made some brawler and it was really too easy to kill our commander. But I think it's a balance probleme.
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Redfish
Posts: 289
Joined: 27 Feb 2005, 16:12

Post by Redfish »

Torrasque, what was your commander doing in that game? I always forget to build 10 decoys and put my commander on hold fire cloacked somewhere behind some trees or something in a later part of the game. A bit lame maybe but it's more safe than have him wander around.
r0k
Posts: 6
Joined: 10 May 2005, 12:17

Post by r0k »

If it can easily be a option set prior to the game, then why not make it optional.

I prefer commander dead = end, because prevents the annoying sweep up operation trying to round up the last sub / cloaked thing hiding at the bottom of the map etc.

On the other hand,

I used to play OTA skirmish with commander dead = play on, because (at the time) i loved to the annoying sweep up operation and the crappy AI seemed to recover well from the loosing the commander (as opposed to most humans who'll pull the CTRL-A, CTRL-D move)

In any case, when the commander goes - it should leave a massive crater.
Kickban
Posts: 62
Joined: 03 May 2005, 18:34

Post by Kickban »

Victory conditions should be left to gametype modders. Don't contrain anything. For now the game is like this (com death doesn't end the game), but you can be sure that as soon the script language will be avaible, someone will change that.

I don't think it is SY role to change that, they have enough job with bugs and others stuffs.

Or else, go here and make a request for this kind of feature. Maybe someone will be willing to implement it.
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

10053r wrote: No matter how behind you are, no matter how crushed you appear, there is always a chance that a desperate strategy of throwing your once mighty production into a few commando bombers will get lucky and succeed in a decapitation strike, snatching victory from the jaws of defeat
I always play commander death = game end for that reason. It makes the game about more that having the best economy. If you have the best economy you will always be able to keep doing even better compared to your opponent, and eventually win. But in commander death = game end, you always have a shot at winning by sending your last few advanced bombers at your opponents commander, and always have a shot at tying the game by atlassing your commander and a few decoys and seeing how far you can get towards your opponents commander.

It's like in stratego: No matter how far behind you are, no matter how few pieces you have left, you can send that last captain and minor towards the only open point in your opponents base, hoping to just maybe strike your opponents flag.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

deffinitely should be an option, some people like to play infrastructure, some people like hide and seek... personally my commander gets guarding a factory duty for the majority of the game, which usually means he's pretty well defended by the units the factory is spitting out...
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Here is an idea - if 'energy shield' is set to on, as it is by default, energy is automatically channeled into slightly reducing damage to your commander. So you can just go for the commander early game, but later you have to take out their fusions!
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

So if I have a couple underwater fusion, I can go dgun everything in the enemy base and smiles as the enemy shots are deflected by the not-implemented yet shield? Doesn't sound that good to me.

Here's an idea: in the battleroom, give the choice between:
- start with a lone construction hover
- start with a lone commander, comm death= end
- start with a lone commander, comm death= continue
- start with the map script, assuming maps are shipped with custom scripts where you already have a little base.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Just make an option for it like TA
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

lol zwzsg good point
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Heh, on terrain deformable maps the commander can be buried once you decide to hide him <_<

now *that* would be brutal to track down...a radar jamming boat, a sonar jamming sub, and the commander, all buried <_<

lawl, i just might have to try that next game >_>
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