SupCom-esqe spawning of the commander

SupCom-esqe spawning of the commander

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PhailQuail
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Joined: 17 Sep 2008, 15:54

SupCom-esqe spawning of the commander

Post by PhailQuail »

I am not much of a SupCom fan, but I do miss the "explosion" at the start of the game, it's much nicer then the commander simply appearing, it also gives a little bit of time for the player to prepare.

Not only that, but I think it is very poetic, "everything started with a big bang".

Just another step at distancing the gap between CA and BA.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: SupCom-esqe spawning of the commander

Post by 1v0ry_k1ng »

protip: itwas implemented a long time ago but was removed because it became apparent that it got very tiring to watch every single game
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: SupCom-esqe spawning of the commander

Post by CarRepairer »

How about the commander jumps out of a giant birthday cake.. or clogger box. What an entrance!
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: SupCom-esqe spawning of the commander

Post by Saktoth »

We made boost precisely so that you wouldnt have several minutes of downtime before the game started, we're not into adding more.

We could probably add the effect to your start position when you press 'Ready' though, but someone just needs to impliment that.
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Elkvis
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Joined: 03 Nov 2006, 05:18

Re: SupCom-esqe spawning of the commander

Post by Elkvis »

CarRepairer wrote:How about the commander jumps out of a giant birthday cake.. or clogger box. What an entrance!
YES YES YES!!!
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: SupCom-esqe spawning of the commander

Post by Jazcash »

No more gay features like the intros which are part of the actual game. The current one is just annoying and can wreck your queues if you make them just as the game starts.

If someone does implement this they need to make it not part of the game so that people can't set queues or do anything until it's over.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: SupCom-esqe spawning of the commander

Post by Saktoth »

When you click your start location it puts down a little lua cone, when you click ready it puts down a spot again.

It should be easy enough to turn the lua cone into an effect and all. Doesnt need to freeze the com and can all take place before the game starts (during the countdown and during placement).
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REVENGE
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Re: SupCom-esqe spawning of the commander

Post by REVENGE »

None of this "supcomesque" bullshit is really necessary, imo. Things are fine the way they currently are.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: SupCom-esqe spawning of the commander

Post by maackey »

Awww, stop being a party pooper, revenge. I was also thinking of something along these lines earlier. It was more of an idea that you start with a pod that crashes down (logos) or gets teleported in (nova) from some spaceship or what have you.

The pod would be your starting unit instead of your commander, and would morph into a factory of your choosing. Although I guess the pod could also contain the commander (or just regular builder) that walks out to start building as the pod morphs.

The morph of factory could also be accompanied by various structures that are always placed nearby (mexes, solars, winds, radar, light defenses) etc... with maybe some medium defenses on the Mech (t3 lab) since it has very limited early unit options.

This would be much more interesting and fun than the normal start where your commander just appears out of nowhere and starts building. You wouldn't even need to get rid of boost on the commander in the pod, so an even FASTER start with less waiting.

If I knew more lua I would do this myself actually. And if someone wants to help me out I would greatly appreciate it.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: SupCom-esqe spawning of the commander

Post by CarRepairer »

I'll try it. In a way that doesn't slow down the game of course.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: SupCom-esqe spawning of the commander

Post by Gota »

LOL...of all the nice things in supcom u think of this?
How about supcom's transport system?

How about supcom's dynamic queue changing?

How about Supcom's mex placement helper for when your zoomed out?
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: SupCom-esqe spawning of the commander

Post by Jazcash »

How about Sup Com's absolutely ridiculous graphics demand.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: SupCom-esqe spawning of the commander

Post by smoth »

1v0ry_k1ng wrote:protip: itwas implemented a long time ago but was removed because it became apparent that it got very tiring to watch every single game
mod option please!?!
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: SupCom-esqe spawning of the commander

Post by TheFatController »

smoth wrote:
1v0ry_k1ng wrote:protip: itwas implemented a long time ago but was removed because it became apparent that it got very tiring to watch every single game
mod option please!?!
I used and modified the old CA comgate and BA has it as a modoption at the moment.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: SupCom-esqe spawning of the commander

Post by Pxtl »

And of course, nobody uses it. This is something you use in single-player missions. In multiplayer it will never be used.
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: SupCom-esqe spawning of the commander

Post by Google_Frog »

maackey wrote:Awww, stop being a party pooper, revenge. I was also thinking of something along these lines earlier. It was more of an idea that you start with a pod that crashes down (logos) or gets teleported in (nova) from some spaceship or what have you.

The pod would be your starting unit instead of your commander, and would morph into a factory of your choosing. Although I guess the pod could also contain the commander (or just regular builder) that walks out to start building as the pod morphs.

The morph of factory could also be accompanied by various structures that are always placed nearby (mexes, solars, winds, radar, light defenses) etc... with maybe some medium defenses on the Mech (t3 lab) since it has very limited early unit options.

This would be much more interesting and fun than the normal start where your commander just appears out of nowhere and starts building. You wouldn't even need to get rid of boost on the commander in the pod, so an even FASTER start with less waiting.

If I knew more lua I would do this myself actually. And if someone wants to help me out I would greatly appreciate it.
We've sort of got this with fac-in-a-box. I don't think it's a good idea though because it limits starting options. With comm boost start it's possible to chose extremes of how much econ,defense or offense to make at the start.
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Pxtl
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Re: SupCom-esqe spawning of the commander

Post by Pxtl »

The problem with commboost is that you can do some horrifying rushes with it - one played builds an airplant and an atlas, floats the other player behind enemy lines, and the other comm can then boost whatever hardware they choose. Fac in the box nicely avoids these shenanigans.
luckywaldo7
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Joined: 17 Sep 2008, 04:36

Re: SupCom-esqe spawning of the commander

Post by luckywaldo7 »

Pxtl wrote:The problem with commboost is that you can do some horrifying rushes with it - one played builds an airplant and an atlas, floats the other player behind enemy lines, and the other comm can then boost whatever hardware they choose. Fac in the box nicely avoids these shenanigans.
The real problem behind that is that people play on maps too small for the number of players. Maps have an optimum number of starting factories, for example comet catcher is 4 for each team. If you have too many people then the boost is better spent toward boost-dropping or boost-assisting.

Fac in a box is more limiting toward your starting builds because then you dont have the option of pushing with boost, boosting a fusion, etc. If anything is to be considered op, its teamwork :wink:
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Otherside
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Re: SupCom-esqe spawning of the commander

Post by Otherside »

boost rushing is cheese/lame no skill.

The fact you eliminate BT and can rush defenses instantly means you can rush an llt/heatray/hlt right next to your enemy before the enenmy can react as he has normal BT and a factory + no proper offense to counter offensive static usage as statics beat mobile units easily for cost and artillery will be useless as he will be at point blank range.

CA needs boost limit (boost only working inside start area ) before people start laming on a regular basis.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: SupCom-esqe spawning of the commander

Post by Gota »

Boost is unnecessary all together..Is someone actually bothered with the fact u need to get your base going in the beginning?Making everything boost up and seed up just gives a cheap feeling to it..
Instead of this you can just increase storage of m an e and you wont need any boosting.
If you have more starting m and e there are more chances ull go Lab much quicker thus making the battle start much sooner on average.
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