This would of course make it easier to Commander Bomb but you could always avoid this by making attributing the win to the player who exploded 2nd.. or attributing th win to the player who didn't d-gun the other player.

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But then people could send their comm into the enemy base, dgun everything, without even having to fear a draw if they meet the other commander.Zenka wrote:Commander dmg vs other commanders could be turned down. Both in XTA and AA. This would at least stop the insta-game-ruining effenct of comm rushing.
And this again is a change for me: Make a limited Comm explosion option! (just like the limited D-gun range)
i'd prefer that as well.... i never understood why on earth a dgun should kill any unit with one shot and why a commander explodes like a nuke - doesnt make much sence to me in terms of game logic (however it may add some interesting things to the gameplay)zwzsg wrote: Personally I'd like a gametype where we start with a cons hover instead of a comm. But that's only me.
D-Gun Gameplay Logic: gives you some "fallback space". Commanders are powerful enough to turn a losing game around if you're smart (and aren't losing too badly), and force your opponent to take you seriously even when you're on the ropes, but needs a lot of attention to be used effectively. Also prevents early rushing or swarming from succeeding if used intelligently.submarine wrote:i'd prefer that as well.... i never understood why on earth a dgun should kill any unit with one shot and why a commander explodes like a nuke - doesnt make much sence to me in terms of game logic (however it may add some interesting things to the gameplay)
That is extremely vulnerable to rush. A quick mis-attention could allow for a peewee to quickly reach your unprepared base and kill your comm (hover) finishing you off.zwzsg wrote:...
Personally I'd like a gametype where we start with a cons hover instead of a comm. But that's only me.
I think that would work better.PauloMorfeo wrote:Is it possible to have the players start with a building, as commander, which would, later, be transformed into the standard commander? If it was Game Ends if commander dies, at the time of the switch what would hapen?
My idea is that we would start with a building (actually a non movable hover so it could start in water) which had an Htl in itself, 2~4 Missile launchers, depth charge launcher, big LOS, moderate jamming radius, ressurection capabilities as well as much life. Then, after some 5~10 mins of game, it would transform itself into a comander.
At 5~10 mins of game, the commander could be much more powerfull than it is at the moment without so much concern of comm abuses. Also, in the early game it would ensure that the starting location of the player would be very hard to violate while still allowing raiding to take place in the outside area (trying to choke the player into that starting location).