Metal maker and mexes suggestion (all mods that have)

Metal maker and mexes suggestion (all mods that have)

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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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Metal maker and mexes suggestion (all mods that have)

Post by manored »

Just a suggestion, but how about modders make various diferent versions of metal makers and mexes on their mods with diference only in how efficient they are, so hosts can chose one of em (by eliminating the others) to gain some more customization?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Why does the player need this level of control over the game design? Metal values are very carefully balanced in many mods to control speed of play. Convince me that this is a worthy idea.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Well, I won't. as neddie said. the modders take great care in balancing the metal flow. Not likly a random host can bring more balance.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Well of course there would be one tagged as "standart" so hosts had a guide,
but I think that this level of control would be great to solve "map unbalanced for mod" issues and allow people to turn mods they consider unfun because of the balance into fun ones.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

lol.... I have a way to solve this... and it requires no map tweaking

Next.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, it's called, "LUA". 8)
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Snipawolf wrote:lol.... I have a way to solve this... and it requires no map tweaking

Next.
Find a way to make spring realistic to the point the game calculates what is going to happen with each atom...
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

manored wrote:Well of course there would be one tagged as "standart" so hosts had a guide,
but I think that this level of control would be great to solve "map unbalanced for mod" issues and allow people to turn mods they consider unfun because of the balance into fun ones.
Keep in mind that many people like metal maps. You'd see similar choices applied to MMs.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

No one would bother about disabling all the unwanted MMs in each game. Could do it as a mutator but good luck finding a playerbase.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

hmm

Post by rcdraco »

I think it's a good idea, but it has one problem, if none are removed, people will use the unbalanced version.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

use the handycap?
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