EE: First impressions - Page 2

EE: First impressions

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.

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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Forboding Angel wrote:The unique mexes at lv1 give more metal output than the regular meses. You can also use the mex upgrader AI with a lv1 con bot. It will replace all your reg lv1 mexes with the unique variety.
zomg!
chlue
Posts: 101
Joined: 28 Dec 2005, 20:48

Post by chlue »

strg+z select all units of a certain type, while doubleclick only use the one currently visible. So if you have to forces with an emeny between them, you should be precautious with strg+z.
Additionall doubleclick change the behavior, if the unit is part of a group, then the whole group is selected.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I love that EE doesnt have metal makers: metal makers only leads to porcing.

Though, EE could have some kind metal makers, but with really high cost. Like -10000 E per second, and +1 metal :P
chlue
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Joined: 28 Dec 2005, 20:48

Post by chlue »

TradeMark wrote:I love that EE doesnt have metal makers: metal makers only leads to porcing.
While I am personally someone who like to porc to some extend, I have no trouble with that, but the main problem with metal makers is, that they punish you, if you spend metal to build units instead economy. Thats my reason, that I love that EE doesn't have metal makers.

Explantation for "punish you, if you spend metal to build units":
Spending the metal of Metalmakers to expand your economy result in exponentiall grow. So if you build an early attack force, your economy 'lose' the metal you spend AND the potential steady output of the unbuild metalmakers. This result in an huge advantage for the emeny as long as your units do not hit the emeny hard. This is in my opinion the main reason, that many player in TA-Style mods are affraid to attack early.
In contrast, when you only get metal from extrators and spend metal for units, your economy only 'loose' the metal you spend. This is in my opinion the main reason, that the gameplay in EE is much more aggresive and starts faster.
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Zoombie
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Post by Zoombie »

Forboding Angel wrote:It does. And while supcom gameplay is a bit slow for my taste, I quite like it as well.
It really depends on the map and the players. There are some pretty cramped maps that are shooty and explody enough.

Oh and, Chlue...is it a bad thing that EE is fast paced, agressive and violent? I love that about it.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

chlue wrote: Explantation for "punish you, if you spend metal to build units":
Spending the metal of Metalmakers to expand your economy result in exponentiall grow. So if you build an early attack force, your economy 'lose' the metal you spend AND the potential steady output of the unbuild metalmakers. This result in an huge advantage for the emeny as long as your units do not hit the emeny hard. This is in my opinion the main reason, that many player in TA-Style mods are affraid to attack early.
In contrast, when you only get metal from extrators and spend metal for units, your economy only 'loose' the metal you spend. This is in my opinion the main reason, that the gameplay in EE is much more aggresive and starts faster.
im pretty sure thats only greenfields, in real games attacking super early is winnor
chlue
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Joined: 28 Dec 2005, 20:48

Post by chlue »

Zoombie wrote: Oh and, Chlue...is it a bad thing that EE is fast paced, agressive and violent? I love that about it.
No you got me wrong. I count that as positive
1v0ry_k1ng wrote: ...
im pretty sure thats only greenfields, in real games attacking super early is winnor
I am pretty sure, this apply to all maps apart from metalmaps. If you spend 1000 Metal in EE you only need to do destroy emeny units worth 1000 Metal to be not ineffective. If you get through his defence it is nice, if they stop you, but you take out enough it is still not bad for you. Maybee that is the reason why the defence buildings seems so weak in EE. If you can convience your emeny, that your defence will hold against his forces, in XTA or BA the emeny will probable not attack you. You must reach the economy buildings their to be effective.
Ok I know, this point of view is a bit 'Black and White' :-)

Sure if you have a good change to reach your emeny base before he can define a frontline you always have an advantage. But that usually requires skilled players and a sufficent open map.
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Zoombie
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Post by Zoombie »

chlue wrote: No you got me wrong. I count that as positive
Gotcha.
Radja
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Joined: 30 Dec 2006, 19:48

Post by Radja »

chlue wrote:Spending the metal of Metalmakers to expand your economy result in exponentiall grow. So if you build an early attack force, your economy 'lose' the metal you spend AND the potential steady output of the unbuild metalmakers. This result in an huge advantage for the emeny as long as your units do not hit the emeny hard. This is in my opinion the main reason, that many player in TA-Style mods are affraid to attack early.
i dont think thats right even for greenfields. each and every mm costs its metal cost, its energy production cost (3 solars in ba, less if good wind (l1 mm)) the production time of all those AND the space it uses... plus the cost of defenses for that ground. once that mm has produced enough metal to pay all that, it starts really boosting you econ (with the streght of half? a cheap metal extractor). I dont have numbers and i dont want to calculate it, but im pretty sure its pretty long

if your units dont hit hard you still get intel and put some pressure on him
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

On some subconscious level EE reminds me of playing red alert 1 over 56k dial up. For that reason (and others) it is maed of pure winrar.
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