A fix for comm irritation...

A fix for comm irritation...

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.

Moderator: Moderators

Post Reply
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

A fix for comm irritation...

Post by Forboding Angel »

No one is gonna like this idea but hey. I don't really care if things change or stay the same, but this will be a new topic to argue about.

CoM Unit changes:

COmmander is now a hovercraft with maxslope=36 (very high, which means he is capable of getting darn near anywhere assuming it's not TOO extreme), produces 50 energy and 2 metal (was 25 and 1 - this makes setting up llt's easier to set up in early game).

Comm hover now has normal unit explosion, is unarmed, and quite fast, max hp of 10,000.

Factory/anti rush fixes considering the comm is now incapable of defending adequately:

All factories are now armed with 1 llt laser. All factories now have 8000 hitpoints.

-----------------------------------------------------------------------------------

Hehehe, ota purists hate me right now :D

Ok, to explain this a little bit... What this does is it makes the comm more important because of his speed and what he produces, not to mention the fast that he is capable of setting up forward bases pretty quickly. However, he is more vulenerable.

This shifts the focus of ta to something more than taking out unit production and more towards economy destruction. While removing common frustrations and making the game more fun for all.

Hehehe, flame away!
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Kinda like the idea,

Factory's don't need a LLT though..
Flare
Posts: 38
Joined: 13 Feb 2006, 00:11

Post by Flare »

I never even played OTA but i i'm suppose an OTA purist now because i love the comm the way he is in AA but this sounds like a good idea for other mods
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I love my Comm. You stay away from him!
User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

NOiZE wrote:Kinda like the idea,

Factory's don't need a LLT though..

LLT + 8000hp is a bit overkill for factories....
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I tired putting guns on my factories in OTA but that did not work... it may be the same in spring...

as it you cannot have one on your building
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ya the llt could be dropped.

The reason for the 8k factory hp is kinda obvious tho... Because atm if you lose your fisrt factory to a rush you're pretty much fucked. Therefor, if a rush of 2 ak's can't kill the factory = good thing. But your economy is still quite vulnerable.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Forb, repairing the factory costs nothing and the comm has a workertime of 1000. You do the math.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

In spring it cost nothing to repair???

That's news to me. In ota it cost to repair. I didn't realize that it's different in spring.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

http://taspring.clan-sy.com/wiki/Using_ ... ir_.28R.29 implies otherwise:
When repairing a damaged unit, uses a percentage of the metal and energy costs associated with a damaged unit to increase the speed at which a unit regains health.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Again, why wouldn't you just change the commander?
PauloMorfeo wrote:I don't understand why wouldn't you just use the regular commander and just changed it into something similar to that:
- increase it's health to those 10K
- increase it's worker time to those 1K
- remove all it's weapons
- change it's explosion
- Whatever else necessary

Less changes would be necessary than adapting a hover cons and it looks cooler, me thinks.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Well, the wiki is (not surprisingly) wrong, go test it yourself. :P
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

a commander noweapons =ridiculus
but hover command =i agree
i think to a reentry pod like wahrhammer/mechwarior big crater expolding ground burn trees nomove but transporter open door for realease mini group builders+escort at aa jammer radar or sub tools
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

I was thinking last night that it would be fun if there was a mutator that made the commander immobile. A bit of a nightmare if you don't start within range of a mex spot though....

And once the opponent finds the com, he knows exactly where to order a big bombing run to set of a rather large explosion.
Post Reply

Return to “Game Development”