Balanced Annihilation 5.5 is OUT
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- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
http://forums.gaspowered.com/viewtopic. ... 364#239364
I just felt that I should respond. Especially as I've been swapping between Supreme Commander and Total Annihilation - Kingdoms for the last few nights.
I just felt that I should respond. Especially as I've been swapping between Supreme Commander and Total Annihilation - Kingdoms for the last few nights.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Ok that is just weak.tombom wrote:http://forums.gaspowered.com/viewtopic.php?t=17810
Actually neddie I disagree with you in one aspect. The guy had no need to inform the warc guys, reason being, none of the same models, none of the same effects. All we're talking about here is numbers, don't make me remind you of "I'M IN UR SMDZ, STEALIN UR COLORZ!"
I have to disagree with all the stuff about "open source" and suchlike that neddie posted, but he hit the most important point:
That mod is not BA, nor is it Spring. It was not made by the same people as BA, and has signficant differences from BA, beyond just having different models. Calling it Spring is very inaccurate, and calling it BA is unfair to the BA developers.
edit: if you want to be technical, AA wasn't just based on Uberhack, since it also used oodles of third-party unit-packs that aren't present in Uberhack, like TAUIP. It was just the first mod that included TAUIP units in a manner that was actually balanced.
That mod is not BA, nor is it Spring. It was not made by the same people as BA, and has signficant differences from BA, beyond just having different models. Calling it Spring is very inaccurate, and calling it BA is unfair to the BA developers.
edit: if you want to be technical, AA wasn't just based on Uberhack, since it also used oodles of third-party unit-packs that aren't present in Uberhack, like TAUIP. It was just the first mod that included TAUIP units in a manner that was actually balanced.
Trust me on this one, AA is based off UH, but yes Caydr added units.Pxtl wrote:edit: if you want to be technical, AA wasn't just based on Uberhack, since it also used oodles of third-party unit-packs that aren't present in Uberhack, like TAUIP. It was just the first mod that included TAUIP units in a manner that was actually balanced.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
To be fair to the supcom guy... while he's accrediting BA, honestly it's a pretty far stretch to say BA did anything aside from maby inspiring him. He's not ripping units, he's not ripping direct gameplay structures that didn't already exist in TA, he's not really doing anything. Neddie makes a good point though... because BA is so different, we're going to flame the hell out of anyone who blames us if this mod sucks.
The Twilght (cloakable metal extractor) is a ncie, well balanced unit. It takes longer to build, generates a bit less metal, and costs 30 energy to keep cloaked, but on the other hand can easily survive raids and even be put up in dangerous positions.
The Exploiter (armed metal extractor), however, sucks. It's cheaper and just as fast to put up a normal metal extractor and two light laser towers - you also get more metal from reduced build time and the exploiter's penalty.
I'm not sure how to fix it, but the exploiter is essentially a worthless unit at this point. If we make it too good of a turret, then people will just start using it instead of a regular turret even without metal. On the other hand, if it's too bad of a turret, then it'll still be better to have a normal mex and other turrets nearby.
Is there some way that the exploiter's "power" could be linked to the amount of metal it generates? That way it could be balanced by the fact that it can only work on metal patches (though, be careful not to make it too good on metal maps
)
The Exploiter (armed metal extractor), however, sucks. It's cheaper and just as fast to put up a normal metal extractor and two light laser towers - you also get more metal from reduced build time and the exploiter's penalty.
I'm not sure how to fix it, but the exploiter is essentially a worthless unit at this point. If we make it too good of a turret, then people will just start using it instead of a regular turret even without metal. On the other hand, if it's too bad of a turret, then it'll still be better to have a normal mex and other turrets nearby.
Is there some way that the exploiter's "power" could be linked to the amount of metal it generates? That way it could be balanced by the fact that it can only work on metal patches (though, be careful not to make it too good on metal maps
