OTA fighter behaviour

OTA fighter behaviour

Hearken back to the days of yore and enjoy the first major Spring module!

Moderators: Moderators, Content Developer

Post Reply
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

OTA fighter behaviour

Post by manolo_ »

im not sure which mod it was (CA or SA) but one of them has a nearly similiar fighter behaviour like OTA, couldnt we stea ähm lend it from them?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: OTA fighter behaviour

Post by Neddie »

Why would you want to?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: OTA fighter behaviour

Post by Gota »

Heh.Cause its much more fun to play with...Or does it not suit some dogmatic rule about fighter behavior set by spring completely not out of rts gameplay considerations?
It's not perfected yet..but that would require good lua expertise..
Not to mention your remark is very condescending..
Not every game should have units that behave exactly like s44 units even if your one of the s44 devs.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: OTA fighter behaviour

Post by Neddie »

I'm a developer of many things, and I did work with and to some extent on XTA, though none of my work is in XTA. You overstep yourself.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: OTA fighter behaviour

Post by Gota »

Well,I,worked for all the projects,unfortunately none of my work is in them.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: OTA fighter behaviour

Post by Noruas »

Maybe Gota, you could try convincing NOTA or BOTA, to use similar flight behavior.
Xta has already been quite well balanced with what some would call a borked spring flight system.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: OTA fighter behaviour

Post by Gota »

I'm not trying to convince anyone ...i haven't even asked any of the xta players about this..As you see this is not my thread.
And it would undoubtfully require rebalancing stuff in xta...so...
User avatar
FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: OTA fighter behaviour

Post by FaerieWithBoots »

Noes!

I played some ota during the past weeks, and one of the things i hate most about it is the fighter spam. Its so bloody effective because you can keep those fighters to 'hold ground' in mid air (by making them move forward and backward reatedly) Thats obviously not how they are meant to be.
So fafiac fighter behaviour can stay the same.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: OTA fighter behaviour

Post by Gota »

That seems besides the point.
OTA fighters are just over powered cause they deal crazy dmg for their cost.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: OTA fighter behaviour

Post by Jools »

I've also played OTA recently, and there some pro's can win whole games by a couple of hawks, by going back and forth. There are many good things in OTA, but the fighter dancing isn't one of these, it's clearly an exploit in OTA too.

Why change back something like that, and then be forced to implement a lot of other changes because of the imbalance it creates? Next step would be to reintroduce the pelican bug :)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: OTA fighter behaviour

Post by Gota »

Jools wrote:I've also played OTA recently, and there some pro's can win whole games by a couple of hawks, by going back and forth. There are many good things in OTA, but the fighter dancing isn't one of these, it's clearly an exploit in OTA too.

Why change back something like that, and then be forced to implement a lot of other changes because of the imbalance it creates? Next step would be to reintroduce the pelican bug :)
That seems besides the point.
OTA fighters are just over powered cause they deal crazy dmg for their cost.
User avatar
FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: OTA fighter behaviour

Post by FaerieWithBoots »

Gota wrote:That seems besides the point.
OTA fighters are just over powered cause they deal crazy dmg for their cost.
Thats true and the biggest part of their opness. But still, the time it would take them to turn around and hit the same target again is much bigger then its reload time. I think it wasnt the intention of the OTA designers to let fighters act like gunships and let them focus damage on a single target like this. Also, fighter would avoid all fire they could have encountered in their path.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: OTA fighter behaviour

Post by Jools »

Yes, I think it was written somewhere that the hawk/vamp in ota is stealthy. I don't know whether that means it doesnt show on radar or just avoids fire.
Post Reply

Return to “XTA”