OTA Mod file for 0.60b1
Moderator: Moderators
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
My problem with UH though is that it added SOOO many units and changed SOOO many units that I don't have any idea how to play it. It is even worse in AA.
I also don't like the slashers not being able to attack ground, for no good reason other than balance. It detracts from the simulation aspect of the game.
I also don't like the slashers not being able to attack ground, for no good reason other than balance. It detracts from the simulation aspect of the game.
Well, the problem is that although i love the "everything can shoot at everything" aspect of total annhilation, there was no real sensible destinction between anti aircraft missiles and anti ground missiles.
In reality, planes are incredibly fragile... a Sidewinder missile has not much more explosive inside than a handgranade. While its ok for them to fire at ground targets, the fact that the projectiles are faster than cannon shots, have significantly higher range and arent significantly weaker warps the the whole thing.
In reality, planes are incredibly fragile... a Sidewinder missile has not much more explosive inside than a handgranade. While its ok for them to fire at ground targets, the fact that the projectiles are faster than cannon shots, have significantly higher range and arent significantly weaker warps the the whole thing.
hmmm a problem with the OTA file. the mex ranges are screwed, you cannot see the full extent of them. as their LOS is less than their area on certain maps you cannot see how much metal you are extracting!!! makes it very difficult to place mexes correctly. on Flooded Desert. try it by building a mex and moving you comm or scout closeby and watch the mexes range expand!!!
someone fix this pls

New Unit and Balance
what if an automated tool is added,
so energy cost is based on weapon damage,
metal cost is based on hp,
end time of build is based on the sum of the latter?
so all new unit will be automagically balanced by their costs.
A good system could be scaled from pewee to everywhere
to level 3 tanks (as seen in other mods).
This is valid IF we accept that the two sides'units has not to
be balanced as they have different approach to
war, and that balance
is mantained by relative costs.
note that balance was never a target of total annihilation,
and that make the game so special instead of starcraft&company,
where avery unit has a counter-unit.
I'd like the strategic commander approach of
let player build a lot of different units, so everyone
can respond in any way to every other's strategy.
(I love final frontier mod, as is quite balanced AND unit design is
totally different for the two army, one with lasers and other with
plasmas...)
so energy cost is based on weapon damage,
metal cost is based on hp,
end time of build is based on the sum of the latter?
so all new unit will be automagically balanced by their costs.
A good system could be scaled from pewee to everywhere
to level 3 tanks (as seen in other mods).
This is valid IF we accept that the two sides'units has not to
be balanced as they have different approach to
war, and that balance
is mantained by relative costs.
note that balance was never a target of total annihilation,
and that make the game so special instead of starcraft&company,
where avery unit has a counter-unit.
I'd like the strategic commander approach of
let player build a lot of different units, so everyone
can respond in any way to every other's strategy.
(I love final frontier mod, as is quite balanced AND unit design is
totally different for the two army, one with lasers and other with
plasmas...)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: New Unit and Balance
What if the unit has no weapon?cain wrote:what if an automated tool is added,
so energy cost is based on weapon damage,
metal cost is based on hp,
end time of build is based on the sum of the latter?
Or can cloak?
Has more than one weapon?
Or is stealth (doesn't appear on radar)?
What about LOS, radar sonar and jamming ranges?
Can ressurect?
I know all the component a unit could have,
I've omitted for semplicity sake.
And I'know that you can drive the
system to be the a wormling mass of
brute equations, but I think
it's is still better than luky guess
or trial and error sistem.
The main issue was balancing
and NOT forcing units to be balanced,
as ota newer worked like this -
so there was not a predefined strategy to
follow, as in, for example, in rise of
nations, where you have always to
attak infantry with artillery, artillery with
ranged and ranged with infantry.
In ta i was always able to enforce a different
strategy, confusing my adversaries
(as defending bases without turret,
wich let me spend more on a LOT of
aircraft and other surprise). Every
game was different because player
could chose wathever they liked
to defend and attack, not the classic
build the bigger tank ever.
I've omitted for semplicity sake.
And I'know that you can drive the
system to be the a wormling mass of
brute equations, but I think
it's is still better than luky guess
or trial and error sistem.
The main issue was balancing
and NOT forcing units to be balanced,
as ota newer worked like this -
so there was not a predefined strategy to
follow, as in, for example, in rise of
nations, where you have always to
attak infantry with artillery, artillery with
ranged and ranged with infantry.
In ta i was always able to enforce a different
strategy, confusing my adversaries
(as defending bases without turret,
wich let me spend more on a LOT of
aircraft and other surprise). Every
game was different because player
could chose wathever they liked
to defend and attack, not the classic
build the bigger tank ever.
UH?
I think you're getting mixed up with UTASP which contained every unit under the sun. UH doesn't add many extra units at all. AA was orginally based on UH and adds a ton of extra units. The main changes in UH are all balance ones, new units are mainly there to help out with balance, either within a side, or between sides.Lindir The Green wrote:My problem with UH though is that it added SOOO many units and changed SOOO many units that I don't have any idea how to play it. It is even worse in AA.
I also don't like the slashers not being able to attack ground, for no good reason other than balance. It detracts from the simulation aspect of the game.
Off the top of my head, new buildings:
Dragons eye: cloakable spy camera to give you LoS
Depth charge launchers: give you the ability to hit subs from the land
Dragons claw (arm only): pop up DT which fires lightning to handle core slow moving but powerful attack units - also good for anti-rush defenses if you sprinkle 'em around
Gate: allows you to have a perimeter wall that you can get units in and out of
LLT Fence post: fence post with llt built on top
Fence wall: lots of FPs stuck together (just to save clicking)
Exploiters (core only): mexes which take little damage from flash/peewee to counter arm flash rushes, and have built in weapons
Geo Plasma (core only): MRPC which sits on top of a geo vent and fires salvos of three shots
Centurion (arm only): ground based version of a MERL, but missiles track a little, so suitable medium range defence against slow units.
Metal plant: combined energy/metal maker in one unit - saves faff
Extra units:
Lemming (arm only) - joke unit - rolling bomb with very low damage. Useful for clearing trees.
Advanced Transport (arm) - includes paralyser weapon - ideal for comm napping
I'm really struggling to think of any extra land units, though I'm sure there must be some.
Cheers
Munch
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
But they also changed almost all units, so I have no idea how to play.
Last edited by Lindir The Green on 12 Aug 2005, 18:37, edited 1 time in total.
How comes the thread entitled "OTA Mod file for 0.60b1" has become about UberHack?
There's already an UberHack thread!
There's already an UberHack thread!