
Its a good game, but not OTA........
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That's a wrong idea. Having 0 metal and spending more than you're gaining, puts you in nanostall. That's a very bad thing to happen.sparkyhodgo wrote:Are you kidding? Unless you're a noobie, you should have 0 metal at all times. Otherwise, you're not building enough. ...
Chemical based...?WillRiker wrote:... chemical based missile engines ...
Well, seems like you don't like TA, pure and simply.WillRiker wrote:... i like more of ... cossacks i loved that coz of the detail of the game. i love having thousands of options and i like a slow game, i like big maps which take more then 10 hours to win. i like micromanagment.
You may like/love them but nobody likes/loves you/your ideas. Go play simcity fool.i dont like CnC style games. i like more of a simulation then game. like cossacks i loved that coz of the detail of the game. i love having thousands of options and i like a slow game, i like big maps which take more then 10 hours to win. i like micromanagment.
Wouldn't that add alot of figures for the engine to keep track of? I mean, having to keep track of and process every wreck on the map? As well as their current values.O, and wreckages should give you metal as you reclaim them, not at the end (but i'm sure that's already in place.) Then we can have another scroll over thing for how much metal/second for wreckages.
I don't think so. The engine already have to keep track of wreckage, his hp (you can destroy wreckage), position, type etc...you just have to add an integer for the remaining metal.nemesisone wrote:Wouldn't that add alot of figures for the engine to keep track of? I mean, having to keep track of and process every wreck on the map? As well as their current values.O, and wreckages should give you metal as you reclaim them, not at the end (but i'm sure that's already in place.) Then we can have another scroll over thing for how much metal/second for wreckages.
I agree...but you cannot make corresponding hp and metal. Each type of wreckage must have a "pourcentage of hp lost corresponding to his toughness". I didn't explain very good, I'll try with an example :[K.B.] Napalm Cobra wrote:Why don't we just have the hp of a wreckage being its metal value, logically if you shoot a destroyed tank your going to destroy some of the remaining metal, or atleast make it unrecoverable and a low metal wreckage would be easier to destroy. It also removes the problem of adding more data to be transfered.
It was the reference to Deep Strike he used...BlackLiger wrote:Meh. Warhammer isnt like that either
Its a good game, but not OTA........
Anyways, it's not an important gameplay feathure...But it could be cool to see hp remaining of wreckage. And the possibility to focus them like ennemi unit. Like that it would be easier to destroy those who annoy you. (Or destroy those who are near the ennemi)[K.B.] Napalm Cobra wrote:I think it would be better if metal value and unit hp were kept seperate, but when the unit dies, your method of handling it would come into play.
Actually, I would like that idea as an option. Some people will use it, if only for a change (the game can't drag on forever, offensive strategy is even more important). This kind of thing already exists in TA, since people made mutators (for TA:Mutation) that turn metal patches into reclaimable rocks.Doomweaver wrote:There is a finite amount of metal on a map; When you harvest metal from an area, it loses metal (very damned slowly!).