Make the commander a super unit. - Page 2

Make the commander a super unit.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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M@n1@c
Posts: 25
Joined: 11 Dec 2005, 22:52

Post by M@n1@c »

so a limit d-gun prevent coms using there d-gun outside your starting position????

how to stop a krogoth??? your starting position is more on the back of your base and you need to stop the treads at your first line of defences...
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Cyberwal
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Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

Well, an army?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

limit dgun doesn't work... not correctly anyway. Try fps mode.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

doh.
why didn't u just tell the SYs and not the general populace? oh well its still fairly balanced i guess coz when u FPS ur base is static, but could be a nasty surprise
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Cyberwal wrote:Yeah I saw that "limit D-Gun" option and mentioned it ;) My main concern was that games with comm death = end often would result in games of "hunt for the enemy commander"
Yeah, that does happen. Send a brawler force and easely take a player out. SO it's vital you keep your comm at a safe spot in mid and late game.

As for the strength of the comm. it is balanced. much HP, but not impossible to take down. And remember the comm is slow.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

I think a commander is really like a trump card. As long as you know your opponent has his, you need to be on the lookout. Even used as a suicide bomb, he can eliminate an entire late-game army. At the same time, your commander's presence in your base can be your opponent's trump card if he can somehow destroy it in one fell swoop, whether with bombers, gunships, or just a well-balanced army. He can turn the tide of any battle, whether for good or evil. It is your strength but also your weakness. Your most powerful unit yet a unit which must be protected from battle. I think it's a really good idea and shouldn't change. This kind of gameplay dynamic reminds me of only one other game - chess. I think Chris Taylor must be a big chess player... a lot of chess pieces can be related to TA units. Won't find that in Starcraft :P
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Cyders is right.

Comm=fine!
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Cyberwal
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Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

Damn, I see the error in my ways :D

Comm = King is very true..
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I wish there was the option to start with a construction hover instead of a Commander. (Well, already doable with a mod). And to start with a pre-made base too. But it'll have to be defined for all maps and all mods and all players, that isnt very practicable.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

The commander is fine, except that his laser's range should be boosted to that of a HLT or at least a LLT in AA standards of range. Now a small army of rockos or thuds or hammers will beat your commander by shooting from out-of-range
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

hawkki wrote:Now a small army of rockos or thuds or hammers will beat your commander by shooting from out-of-range
and that is exactly what should happen. :lol:
Last edited by Chocapic on 11 Feb 2006, 22:39, edited 1 time in total.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

damn beaten to the punch.
com owns hammers btw its just rockos that are really lethal
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I couldnt disagree more, the comm is pefect the way it is, giving his laser extra range is a crappy idea, Hes already the most powerful unit on the battlefield!
Ever heard the term...
"if it aint broke... dont fix it"?
that most definatley applies here
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Back when I was builing my own mod I was going to include a structure that spawned at start with the comm that was essentially a semi invincible bunker with a light lazer on it. The idea being that if you managed your base defence appropriately you could hide your comm in the bunker in the late game when brawlie hunt the comm missions become really prevelent, making game ends on comm death much more viable.
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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

SwiftSpear wrote:... hide your comm in the bunker in the late game when brawlie hunt the comm missions become really prevelent, making game ends on comm death much more viable.
Commander cloacks and, if there's jammers around, even it's dot won't show.

It's just that people always forget to cloack they're commanders to save them from harm when in late game.
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