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Make your own mod. No one comes into a project with simply a desire to splooge a bunch of units together, there are certian objectives you want to accomplish. Every new team you add makes the game that much more of a hell to balance. You need to find a way to make every team balanced to every other team... so at 3 teams you have 9 balance potentials to worry about, at 4, 16, at 5, 25. Well done multiple teams can be alot of fun, but it's a huge mod project to tackle, and requires an intese mastry of the game you are balancing to get right.Pxtl wrote:Well, if there are any Caydr-like people out there looking for a mod project to make use of the mounds and mounds of units out there, I have a suggestion:
Make more factions. But don't do the old "make a faction, balance it against OTA Arm and Core" - make a mod all about having tons of factions. Make them specialized, so that players in a teamgame play in a sort of "team fortress" style, with each player providing a special role. Cut down the main Arm and Core factions down to something more like the OTA sans-CC size, making each faction manageable enough to learn easily (learning a new full-ARM or full-CORE sized faction would be too much work) and mix and match the units around until you've got like 12 different factions.
Hell, once scripting is in place you could play with the basic concept of having a single faction - instead, give the player a "General" and two "Commanders" - take away the Commanders' D-Guns and nuke-deaths, and give them to the General, but make the General unable to build anything but the basic commander defenses - no construction buildings. Each commander can be from a different faction, so in this way you let the players mix and match - kinda like choosing which colours to play in Magic.
You could have one faction for each of the Arm/Core Final Frontier mods, put in the Mynn and Xect, split out some of the old Core and Arm CC stuff into an additional faction for each (like making hovercraft and the Krogoth part of the Core Contingency faction). Then construct more factions out of the miscellaneous stuff on the unit boards.
I'm just thinking out loud here, trying to think of a way to make a TA mod that incorporates the endless lists of free units out there without giving each player a hundred-page build list.
GZ, don't sweat itGrOuNd_ZeRo wrote:Well thank you for your kindness.
I just have my days of frustration when I see most of my older stuff goes ignored in favor for old classic stuff that IMO is very unimaginative and not very inovative.
I made so many units that fit niches, from SAM busting aircraft to Shotgun Style heavy riot units.
All mods just come off as another variant of UH or Switech's bugfix with some custom (often the same) units.
alot of my old stuff can be found here:
http://www.unituniverse.com/
Some date back all the way to 1998 till 2001 so be warned.
Yeah, I realise balancing would be nigh-impossible, particularly given that I simply don't play enough to find and refine balancing issues. Still, it could be designed in such a way as to minimize that. Make sure each faction includes a basic featureset - everybody gets the main L1 necessitu buildings, and everyone gets a solid L1 ground unit, air-unit, and naval-unit platform. From there, you give some factions some odd edges. The idea of letting players choose factions is that it allows them to mix and match - so perfect balance is actually functionally impossible, because some starting combinations of factions will work better than others. Hell, in OTA there was no balance - some maps were better for Core, some were better for Arm, and that didn't stop it from being a good game.SwiftSpear wrote:Make your own mod. No one comes into a project with simply a desire to splooge a bunch of units together, there are certian objectives you want to accomplish. Every new team you add makes the game that much more of a hell to balance. You need to find a way to make every team balanced to every other team... so at 3 teams you have 9 balance potentials to worry about, at 4, 16, at 5, 25. Well done multiple teams can be alot of fun, but it's a huge mod project to tackle, and requires an intese mastry of the game you are balancing to get right.Pxtl wrote:snipped
Look at XTA, it's still suffering from some frustrating balance issues, and it's being developed by some of the best total anihilation players out there.