Balanced Annihilation 5.5 is OUT - Page 13

Balanced Annihilation 5.5 is OUT

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SwiftSpear
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Post by SwiftSpear »

K, I didn't have time to acctually crunch the numbers, just point out that the argument "you can counter it with an equal cost of XXX" isn't valid. It's supposed to have a cost effective counter, not an equal cost counter. As is the law of BA design.
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Sleksa
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Post by Sleksa »

as it is?
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Neddie
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Post by Neddie »

I was pretty sure the design paradigm could be summed up in the phrase; "Can I play Day again, sah?"
tombom
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Post by tombom »

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Neddie
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Post by Neddie »

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.
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Forboding Angel
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Post by Forboding Angel »

Ok that is just weak.


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!"
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Neddie
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Post by Neddie »

I just said it would be preferable to inform them. Minimal courtesy and all that.
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NOiZE
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Post by NOiZE »

BSR (Brave Sir Robin) did Uberhack
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Neddie
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Post by Neddie »

Before my time, sadly. Spring attracted me for itself, not for the content it was running at the time. Anyway, thanks for telling me, NOiZE.
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Pxtl
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Post by Pxtl »

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.
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NOiZE
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Post by NOiZE »

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.
Trust me on this one, AA is based off UH, but yes Caydr added units.
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SwiftSpear
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Post by SwiftSpear »

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.
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Zpock
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Post by Zpock »

Eh, it's all cavedogs work...

Whining about someone stealing from BA, or UH or whatever?? lol
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KDR_11k
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Post by KDR_11k »

Yeah, that SC mod confused me for a moment because I thought he'd try to implement BA into SupCom by either ripping units or repurposing one of the factions into extra units for Arm/Core but now it sounds like he's just making the mod equivalent of a movie tie-in.
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Zpock
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Post by Zpock »

Yeah he basically making a mod for supcom with supcom units to make it play more like BA.
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Neddie
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Post by Neddie »

The biggest issues are that he sort of passes off his balance decisions on the BA team and never informed anybody he was drawing from their work, which is just good practice.
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Dragon45
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Post by Dragon45 »

The problem is that "balance" is such an abstract thing in a game that its retarded to imply that it should get "official credit" beyond a little shoutout like he did.

yes neddie, im attacking you

dont worry, you're still awesome i just thin kyou're wrong :P
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Neddie
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Post by Neddie »

Quite the opposite, he should step up and say it's pretty much nothing like BA.
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Sleksa
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Post by Sleksa »

"supreme balanced commander"
YokoZar
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Post by YokoZar »

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 ;) )
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