Who'd of thought.... - Page 2

Who'd of thought....

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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Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Said in a thread by the creator of The Blue Tanks.....
Obviously draco will do his thing, as draco is want to do. The point is, other people are also doing their thing and it doesnt stop them either.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

God I ask to not have a battle about EE vs AA or whatever.. that whatever was supposed to include concepts of micro or what have you.. this isnt a thread about micro or macro or EE or AA.. swift you of all people should know that, you ought to get rid of this crap, this is a thread started by draco to discuss his mod concept, and get input on it, not a thread for us to tout our respective E-Penis sizes. Seriously people what is your problem, get with the fricking program.

OK.. sorry about that draco, so there will be no bases, and 7 units including a resource unit ala sheep like nano blobz.. Ok sounds good the turret unit sounds neat, it might be interesting to have all the units have 2 modes ala the Kampfer in smoths mod.. that could make for some more interesting micro if thats what your going for.. the unit pictures are ok, but try to crop them a bit next time. Unfortunately those textures are not very good and do little to outline exactly what your units look like, but its a good start. At the moment you have a bunch of blocks this is ok, and its good to get units in game and setup right so you get the hang of it, but youll want to go work on adding more detail to those units as they are a bit bare bones at the moment..

The rest of you.. go take your E-penis crap somewhere else...
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Fanger, trying to keep a new mod thread positive, focused, and on-topic? The irony is almost too much to handle!

...and now for the content...

I do encourage you to go forward with this, draco. NanoBlobs is a great mod and I love it, but I can't help but think when I play it - what if it were smaller scale? What if the mid-late game tactics didn't amount to "build 20 autofacs, set mix of units to build, set repeat on, set rally point to opponent's base, go get coffee and see whose computer explodes first"? It looks like this mod will have a lot in common with NB, but the key difference of being a very small-scale mod.

I'm also looking forward to seeing a fun, playable mod that is balanced but is light on the economy, allowing more focus on the fighting and less on the building. I'm unsure if this is what you're aiming for or not, but I think it's something to consider. While I'll be the first to acknowledge that economic management is a key skill in TA-style mods - and I still maintain that skill in economic management is more important than skill in "unit micro" (and if you want to discuss this in yet more detail, feel free to read over and necro the thread in which we spent several pages debating it, a fairly recent one in General Discussion) - it certainly does not mean that all mods should have such a focus on the economy. I'd love to play a mod where resource production is important but is a relatively low-key portion of the game, requiring very little user input. Again, just something to keep in mind.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

smoth wrote:Too much micro is anoying. I cannot play starcraft because that is all it is. I want strategy not tatical game play. If I want tactical gameplay I'll play a FPS.

say this with me people:

uberMicro: knowing all the little hotkeys, grouping units and never actually having to go back to your base because you have all the shit bound to some key
Micro: tactical usage of individual troops or squads
Macro: strategic usage of your squads to mount simultanious attacks as part of a larger plan or strategy.
I am sure someone will argue this though
spring is a real time STRATEGY game.

Lets focus on the macro, individual units that allow some interesting micro is a fine thing but the grunt units need to be able to be used on a macro level. Especially when you consider large forces.

Oh and AA players, I used mostly paralizers and morties. not much micro to them. Then again, I played team games and I focused on bombardment and enemy force slow down. I still sucked though.
rcdraco wrote:Nobody knows how to micromanage units
Play more gundam.
Spring isn't a game, it's an engine. Micro is a preference. There's no reason why the spring engine shouldn't be able to handle both tactical and strategic RTS platforms, both have their own fans and both work on very similar platforms.

[edit] this is why I'd like to see people STFU arguing about micro/macro. Let draco make the mod however he wants to, if it doesn't suit your preference then no one is forcing you to play. Frankly fang is spot on.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Understood swift, I was under the assumption that this was a RTS engine. Although, you should know that I am not against it's use for other things... such and war evo and comm shooter.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

NOW

Post by rcdraco »

JUST STOP!!!!

This forum is about a mod not arguing over other things
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

RCDraco. I am not arguing at all. I am just discussing. This isn't even close to arguing. I don't see any names or angry tone to any words.

I mentioned gundam because the entire mod is macro except for the limited units which are micro. I am trying to help.
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rcdraco
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Joined: 22 Nov 2006, 02:50

here

Post by rcdraco »

sadly this mod was on the backburner too long, here is the Robotix Team Commnader. When Imageshack wants to work, 5256 triangles.
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det
Moderator
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Joined: 26 Nov 2005, 11:22

Post by det »

Saktoth wrote:You might want to think about another strategy that allows players to custom design small squads. For example: making the commander the only source of energy, and giving every unit a certain amount of energy drain as well as an energy cost to build. When your energy drain exceeds what your commander makes, you cant build units anymore (OR you can, but so slowly that its not worth it). This would limit you to making hand-picked squads, sending them into the fray, microing them during battle, and then going back to base and making a new group to replace the casualties.
I know this thread is several months old and you are somewhere in Europe. But those dynamics would be extremely interesting. You are a genius Saktoth.
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

Ground Control II used roughly the same concept years ago, so Saktoth isn't exactly a genius :P

Still, it's a great idea.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

merge

Post by rcdraco »

obviously to make it playable, the units will mostly have low range, and radar will be key, hovercrafts are good for amphibious assaults, and the longer your units live, the more experience they get idiots, I can't name how many games that I've played where people think this is Starcraft. Units are valuable, and get more health and accuracy, I think range, and fire speed as well, as they kill, and fight more. I've proven that 2 good medium tanks can defeat a decent swarm of at least 25 - 30 flashes. Another issue that I'll address is decreasing build speed, and having multiple groups is a good idea for surrounding the enemy, your largest units will have to face the target to attack, REAR WEAKNESS, but to a good micro-strategist, will be an effective killing machine.
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