Comm Ends Suggestion

Comm Ends Suggestion

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Molloy
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Joined: 05 Jan 2005, 22:05

Comm Ends Suggestion

Post by Molloy »

Just an idea. How about if Commander had twice the armour in Commander Ends mode than they do in Commander Continues? People tend to complain it's too hard to protect their Comm in Commander Ends so this would give them more peace of mind.

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. :shock:
Kixxe
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Post by Kixxe »

It is esay to protect your com if you put effort into it(decoys, cloacking). Pepole don't like the shifting from important tatics to pure com killing, thats all. And dubbleing the HP will only further increase the method of com rushing frontline defences then retreating. (i have no qwals aginst the tatic per say, but a 12 000 hp commander is to overpowerd.)
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Zenka
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Post by Zenka »

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)
Kixxe
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Post by Kixxe »

....


You do know that noized made a AA mod where the com is numbed down?


Edit: Hmm, FU donse't seam to have it. Oh well, he made it anyway, and like, 1-2 games where played. So not really that popular the solution was.


(AA nerfed edition where com explosions where half as big and the d-gun did 0 damage to enemy commander.
Egarwaen
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Post by Egarwaen »

Kixxe wrote:Pepole don't like the shifting from important tatics to pure com killing, thats all.
As long as your opponent isn't being too aggressive with his Comm and has decoys running around, it's still very tactics-y.
Hellspawn
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Post by Hellspawn »

If you cannot defend comm, then its your fault you lost game. Not like its hard...
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

IMO the commander should have less HP
Egarwaen
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Post by Egarwaen »

NOiZE wrote:IMO the commander should have less HP
It doesn't seem bad now. As soon as the HLTs come out, it's hard to use him offensively. And (in AA, at least) a spread-out mob of L1 rocket/plasma KBots is a credible threat to him.
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Min3mat
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Post by Min3mat »

not really he owns hammers/thuds easy as they have very little more range than him. rockos need to be in large-ish groups to take out a com too (10 ish is probably best) (AA)
Egarwaen
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Post by Egarwaen »

Min3mat wrote:not really he owns hammers/thuds easy as they have very little more range than him. rockos need to be in large-ish groups to take out a com too (10 ish is probably best) (AA)
10-ish is a large-ish group?
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Dragon45
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Post by Dragon45 »

mutator@!
Kixxe
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Post by Kixxe »

Well, Using LLT in groups of three makes it hard for him to do anything to that position. I've tried, a com can't get in range and hit all 3 LLT without either dieing or having less hp then a flea.
nfekti0n
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Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

(XTA/maybe AA) I'd say for com death, the com needs a little bit more of an edge. Once L2/3 is going, a com is/can be about as easy to kill as say, a PeeWee. A stealthy feature that is toggled specifically for com death games, otherwise disabled completely, could work out quite nicely. It could easily be abused to use as some seriously early ownage, but to prevent that, it could be limited to within a range of your start pos, similar to dgun limit, but don't give an option to have or not have this limit for it.

Just my 2 cents.
Last edited by nfekti0n on 03 Apr 2006, 11:27, edited 1 time in total.
Kixxe
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Post by Kixxe »

COMS CAN CLOACK!



And no, i still think comms are fine as they are. I get to use em offensivly, but only if the enemy dosen't back his stuff up. I want to be able to take out 1 LLT being in my way. The tension that comes with Com ends and his middleish hp is enormus, and if you lower the HP i will have to demote him early to building healper.


The Comm right now can be pretty esay be killed bye a small number of units without E support, but still survive a phew sniper shots, Mobile annhilator BLoD and 1 crawling bomb. If we lower hp, maybe 1 lucky shot can hit him and BAM. Over. Boring.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

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)
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.

Personally I'd like a gametype where we start with a cons hover instead of a comm. But that's only me.
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Zenka
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Post by Zenka »

you misunderstood me, I mentioned comm explosion dmg vs other comms not the D-gun capability.
submarine
AI Developer
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Post by submarine »

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'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)
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emmanuel
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Post by emmanuel »

my mod need a separat comend = core must hav com end game but not arm
is possibl?
Egarwaen
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Post by Egarwaen »

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)
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.

Explosion Gameplay Logic: some kind of consequence for losing your "King" even when that's not the main victory condition.

I dunno, I think they seem to work fairly well. You get a powerful defensive unit right off the bat, but can't risk it too badly.

And yeah, comms can cloak. Combined with blanketing your base with radar jamming and having a few decoys running around, this lets you hide him late-game.
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PauloMorfeo
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Post by PauloMorfeo »

zwzsg wrote:...
Personally I'd like a gametype where we start with a cons hover instead of a comm. But that's only me.
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.

http://taspring.clan-sy.com/phpbb/viewt ... 5474#65474
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).
I think that would work better.
Anyway, do you know if that is possible?
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