How to pwn at altored
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Actually, disabling L1 combat units would probably be pretty popular.1v0ry_k1ng wrote:i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
Here's my thought for "Safe-Time Annihilation":
(1) The L1 kbot/veh factories are replaced by the L1 Construction Forge (looks like kbot lab). It builds
- Peewee/AK
- AA Kbot
- con-bot (modified - can build L2 V-lab too)
- minelayer
(2) The vehicle stuff and all the L1 combat kbots are moved into the "Combat Forge (graphically an L2 veh lab)" which can be built by any L2 con unit. All L2 cons can similarly build the Hover lab.
(3) The L1 transport plane can't airlift comms.
(4) The L1 navy is similarly de-combatified - L1 navy can only build subs and con-boats. All the other L1 units are instead built by the L1 Amphicom.
(5) The L1 air plant can't be built by the comm. This buys the player time before the air-attack.
The effect is that the ONLY L1 mobile combat is the ultra-fragile AKs/Peewees that die fast to most L1 defenses, or L1 air which isn't too good if it's expected (which it is) and even that has to be built after the kbots. In the water, the L1 attacks are similarly one-dimensional - subs are easy to fight off with torp-launchers.
This means that the game _must_ involve a lengthy built time, since real earnest attack forces have to wait until L2.
Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
We don't need another one screwing things up.
then why dont we have some kind of variable for modsPxtl wrote:Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
We don't need another one screwing things up.
bAllowLobbySettings = false
like you said we already have a bunch of TA-based settings there, what's one more?