Com (unit) napping - Page 2

Com (unit) napping

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

Moderators: Moderators, Content Developer

Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Com (unit) napping

Post by Sheekel »

AF wrote:Let the commander build missile towers
I support this balance change.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Com (unit) napping

Post by pintle »

Sheekel wrote:
AF wrote:Let the commander build missile towers
I support this balance change.
= morph push with no units in 1v1 for the GG
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Com (unit) napping

Post by Sheekel »

thread is about preventing com napps, not the imba (and unnecessary imo) com morph feature.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

pintle wrote:
Sheekel wrote:
AF wrote:Let the commander build missile towers
I support this balance change.
= morph push with no units in 1v1 for the GG

OMFG YES
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

This thread sucks. I wish backseat moderation was allowed because i would totally ask for it to be baleeted. Please dont mess up the current behavior 90% of my winning strategies are based on capability to inject semen into enemy units using transports STD Pregnancy thanks bye.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Com (unit) napping

Post by Noruas »

I like it when i back seat moderate and do nothing, it bonds and shows their true colors...

But i increased the cost of hover transports so its much harder to abuse... its still a known problem if you find a way to fix it, with lua or whatever, let me know.
User avatar
FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Com (unit) napping

Post by FaerieWithBoots »

mmm, make the loading of units slower. The arm of the hover can move slowly when loading units, but quickly while unoading. Is this is hard to implement?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Com (unit) napping

Post by Gota »

FaerieWithBoots wrote:mmm, make the loading of units slower. The arm of the hover can move slowly when loading units, but quickly while unoading. Is this is hard to implement?
no
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

Gota wrote:
FaerieWithBoots wrote:mmm, make the loading of units slower. The arm of the hover can move slowly when loading units, but quickly while unoading. Is this is hard to implement?
no
yes
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Com (unit) napping

Post by Gota »

I meant its not hard to implement.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Re: Com (unit) napping

Post by mongus »

Unit napping with the hover is a tactic the players have agreed is not fair.

And in a normal game will be objected if someone does it.

I have had no problems in real games with this.

Blocking it will only make impossible what is already agreed as a rule.



picking up paralyzed units sounds nice.



And the hp increase (920 -> 1920) for hover transport is too much.


oh, and napping with air transport should be permitted (as currently is), as its more difficult to do, and easily counter-able.
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Com (unit) napping

Post by Spawn_Retard »

I'd like to keeep napping of coms in the game, less qq people.

If you get napped your doing it wrong to begin with.

Jeez, learn to build more hlts
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

How many of you use a transport? At all. That isn't air.

Now imagine if the transports died very easily because of no hp...
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Com (unit) napping

Post by Gota »

If you want to lower the HP than i think it also needs to go down in price.
It is pretty expensive for a unit that has no fighting capabilities.
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

ITS IMPOSSIBLE TO IMPLEMENT GO AWAY PLEASE U MAKE HED HURT SO MUCH!!!!!!!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Com (unit) napping

Post by smoth »

MOD OPTION
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Com (unit) napping

Post by BrainDamage »

smoth wrote:MOD OPTION
implementing it as mod option will create another issue tho: what should be used as default?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Com (unit) napping

Post by smoth »

The old behavior
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

Well if you make it a mod option tmo will enable it whenever he hosts...
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Com (unit) napping

Post by knorke »

is it possible that if the transport dies, the units come out unharmed?
so you can free your com.
Post Reply

Return to “XTA”