MetallSpots
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MetallSpots
You can hide them benath Acid, you can move them on spike mountaintops- you can make the only reachable by K-bots - move them into deep holes or place them on very easy deformable Terrain. You can enforce certain Unittypes in a Map, just for building Mexes...
So why are they usually on flat, easy reachable Terrain ? Never understood that...
So why are they usually on flat, easy reachable Terrain ? Never understood that...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Gameplay reasons.
For example, In EE, comms cannot be transported, likewise, if the terrain is extremely rough you must airlift the GD cons to reach the metal spots. THis makes the gameplay more frustrating. In EE your resourcing is important, but it's designed to be very simple and easy, making resourcing more difficult takes away from the core gameplay that is: Killing shit.
Even in TA mods where resourcing is much more intensive, it takes away from the entire gameplay experience if you have to micro a unit to reach a metal patch, TA mods have air cons though.
Other than TA, and the GAW and WHITEBASE in gundam, I don't think there are any mod with air cons. There is a reason for that ya know...
For example, In EE, comms cannot be transported, likewise, if the terrain is extremely rough you must airlift the GD cons to reach the metal spots. THis makes the gameplay more frustrating. In EE your resourcing is important, but it's designed to be very simple and easy, making resourcing more difficult takes away from the core gameplay that is: Killing shit.
Even in TA mods where resourcing is much more intensive, it takes away from the entire gameplay experience if you have to micro a unit to reach a metal patch, TA mods have air cons though.
Other than TA, and the GAW and WHITEBASE in gundam, I don't think there are any mod with air cons. There is a reason for that ya know...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Heh, way back when you were lucky if you could even play TA mods on my maps, cause some unnamed idiots thought that having a maxslope of 10 on all buildings except the mex which was 20 was a good idea. Phail.
EE has maxslope of 30 on all buildings if I remember right, so EE mexes can prolly be built on his spots.
Picasso, Gundam comms are rarely moved very far. They are extremely slow and are for main base support, nothing more, nothing less.
In all reality Gundam should be a porcers paradise due to the way the mod is set up to have a really huge super defended base, however, gundam supplies the necessary tools for breaking a porcers back.
EE has maxslope of 30 on all buildings if I remember right, so EE mexes can prolly be built on his spots.
Picasso, Gundam comms are rarely moved very far. They are extremely slow and are for main base support, nothing more, nothing less.
In all reality Gundam should be a porcers paradise due to the way the mod is set up to have a really huge super defended base, however, gundam supplies the necessary tools for breaking a porcers back.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Well, don't think metal makers.. think that you need to power the production of all the cogs, widgets and kersplode weapons. If I ever get a 3rd resource the raw metal will only be used to build buildings.
Picasso, it is not so much a building limitation as the fact that GD can only move up certain slopes. URC can move up and down slopes but for GD this is not as easy.
Picasso, it is not so much a building limitation as the fact that GD can only move up certain slopes. URC can move up and down slopes but for GD this is not as easy.
Man, and i always thought that Maps still could be used inter Modlike.. i have to admit i always just tested if Coms appeared and could walk, built and that was it... and to make things worser i just used GD Epic Com and in EE usually URC-Com...
So you have to decide already which Mod you make a Map for when you have Mountains and MicroMexspots in it ? Good to know..
So you have to decide already which Mod you make a Map for when you have Mountains and MicroMexspots in it ? Good to know..
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43