A fix for comm irritation...
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
A fix for comm irritation...
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.
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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!
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!
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
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.
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.
And once the opponent finds the com, he knows exactly where to order a big bombing run to set of a rather large explosion.