An issue on TA mods

An issue on TA mods

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

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What restrictions should their be on TA mods?

None - I think its okay to have many TA mods floating around, as long as you can tell which one is being played before you join a game
37
100%
Limit to two mods - OTA, and a mod with more units and using the evTA models, something along the lines of Absolute Annihilation
0
No votes
Limit to two mods - OTA with minor balance fixes, and an extension of it that adds more units but leaves the originals intact
0
No votes
 
Total votes: 37

Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

An issue on TA mods

Post by Doomweaver »

Okay, this is basically a repost of that overly long, not to the point thread in the mods section. Cast your opinion, and please, think about the consequences of your decisions!
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

Limit to two mods?

Here I was thinking I could decide myself what game I want to play, but yeah, let's ban all mods that you dislike, that woluld surely be for the greater good.

No, seriously, that was the most hilariously inept thing I've read this week, and I've been talking on PA the whole day.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Thats not what I said. I said two TA mods. Spring isn't just about TA you know, there are other races, TC etc.
Anyway, it removed the option 'other' i put in for some reason.
Dakar
Posts: 24
Joined: 10 Apr 2005, 17:23

Post by Dakar »

Storm wrote:Limit to two mods?

Here I was thinking I could decide myself what game I want to play, but yeah, let's ban all mods that you dislike, that woluld surely be for the greater good.

No, seriously, that was the most hilariously inept thing I've read this week, and I've been talking on PA the whole day.
Ditto.

~Doomweaver: Even if this is not only about TA, there are still several mods that people should be allowed to play anyway. OTA, XTA, BF, AA, etc. etc.
Last edited by Dakar on 18 May 2005, 01:55, edited 1 time in total.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

lol that is going to get 100% of votes.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

oi it also got rid of the fifth option, have two base mods, OTA and a balanced OTA with evTA models, and then as many mods as you want however the TA units in them have to remain the same as in the balanced mod. Thats where my vote goes, but its not an option! lol.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Restric them to dont sux.
To some basic quality level.
Anyhow the only one that can restrict that is the creator...
Dakar
Posts: 24
Joined: 10 Apr 2005, 17:23

Post by Dakar »

If the main thing you are worried about is the fact beginners might get confused, then all you have to do is make sure they know the difference between games. For example, you can have a blurb in the batle window that describes the basics of the particular mod, or perhaps a tutorial that must be played before you can use the particular mod.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I am not worried so much about n00bs as the aesthetic qualities of the game. Units that look the same but behave differently are a turn off in my opinion. (you'd never see it in a game developed to be sold, and Spring is a lot more professional than most of them, anyway)
Alterscape
Posts: 13
Joined: 06 May 2005, 18:10

Post by Alterscape »

Doomweaver, one problem with attempting to limit the number of mods using the OTA units is, as long as the Spring modding tools are available to the community, mod makers will be perfectly capable of producing mods using the OTA content. The best a vote like this will be able to achieve is to limit the "official, sponsored" mods endorsed by the SYs. Any discussion of whether other mods "should" be allowed to exist is rather irrelevant, as mod-makers will make them if they desire.

Why balance-packs? For one thing, making models that don't suck is difficult. Some smaller mod teams want to experiment with gameplay without completely re-inventing the wheel.

In the long run, I suspect the SYs want to create totally new content anyway. From a legal perspective, with Atari owning the rights to TA, distributing OTA unit models and scripts with Spring is already a dicey proposition.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Doomweaver wrote:Thats not what I said. I said two TA mods. Spring isn't just about TA you know, there are other races, TC etc.
Anyway, it removed the option 'other' i put in for some reason.
yeah im sure you put an 'other' option in they dont dissapear you know
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

What thoroughly retarded ideas. The lack of restrictions on mods is whats kept alot of people playing TA, remove that and I will hurt you.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I just wish a simple and effective and clear mod management thingy will soon be added to the lobby.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Code it so the lobby knows what mods a player has installed and only displays games being played on the mods they have..........
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

So the lobby would always seem empty to everyone.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Host picks mod,

if u don't hav the mod , u can't join the room.
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

And have a little popup saying why you can't connect and where information on the mod can be found.
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Delta
Posts: 127
Joined: 09 May 2005, 15:33

Post by Delta »

Dakar wrote: ...For example, you can have a blurb in the batle window that describes the basics of the particular mod...
This would be very useful, and if you just gave everyone a clear warning that units, buildtree etc may have changed and different tactics are required, even players unfamilliar with the mod will learn it much faster and enjoy the game more.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

"yeah im sure you put an 'other' option in they dont dissapear you know"
actually it does if you just write it and don't hit add. And it wasn't just 'other', it was 'Other, please specify' or something along those lines.
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