Final Frontier 1.18 (Website and first FF-map released)
Moderator: Moderators
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
i played about 200 games of FF and i really cant agree with you. Sure it is different and you cant rush like in aa with 2 peewees after 2 mins, but in the mid game, if you know how the eco in FF works, you get more than tripple the metal than in aa or xta. In aa you are good if your income is higher than 100 after 40 mins. In FF you can have more than 300 and also a moderate fleet.
But exactly thats the difference between good and noob players. The difference in FF is much higher than in AA or XTA because ppl dont want to adept to the mod but they want to adapt the mod to themselve and thats totaly wrong. You have the mod and you have to learn how to play it and not the other way.
If it wouldnt be able to build a strong eco in a short time, i would say - yes lets change it, but i see a lot of good ppl like Kovin, the_duke, xcrist or some others i dont remember their names who are able to build a very good eco in a few minutes. Than i see the noobs who get about 10% of my income after 30 mins and i will not change the mod for them.
To the commander +10 metal: I think thats much better than the other way because now you dont have to go for mexes that fast and it reduces the difference at start between good and noob players. You can start on low metal areas without a big disadvantage to other ones. Sure you have to go for metal sometime and it makes the commander much more important...
But exactly thats the difference between good and noob players. The difference in FF is much higher than in AA or XTA because ppl dont want to adept to the mod but they want to adapt the mod to themselve and thats totaly wrong. You have the mod and you have to learn how to play it and not the other way.
If it wouldnt be able to build a strong eco in a short time, i would say - yes lets change it, but i see a lot of good ppl like Kovin, the_duke, xcrist or some others i dont remember their names who are able to build a very good eco in a few minutes. Than i see the noobs who get about 10% of my income after 30 mins and i will not change the mod for them.
To the commander +10 metal: I think thats much better than the other way because now you dont have to go for mexes that fast and it reduces the difference at start between good and noob players. You can start on low metal areas without a big disadvantage to other ones. Sure you have to go for metal sometime and it makes the commander much more important...
FF is bearable at the moment.
why are all the good mod designers porcers at heart :\
but FF plays pretty well, even in team games on that crappy map that opty made with the insane 'zomg rush the middle coz it has loads of metals!' feel to it. best is 1v1 or 2v2 on asteriod belt <3 hrmph <3
i would like it to be more dynamic but if you play there are a variety of strats you can pull off, to name a few;
fighter spam. takes all those 'pros' (rofl) opty was talking about off guard. take out their outlying mexes or their tech 2 plant. make sure you tech after though, and if you build a extra plant it is a good idea to reclaim it to help.
ODS spam. small groups of ODS, build a few 4 minutes or so in to raid their mexes, then get a plant as close to their base as possible and spam ODS in unholy amounts. watch out for the com though!
supported com rush. go in with a few antifighters or tech 2 corvettes and your com. claim land. build 2 odd tech 1 antifighter things and then get a tech 2 unit to build a gatling laser or such, or if you haven't teched a tech 1 anti starship turret
tech 2 antifighter rush. deadly, as there is no effective unit that can stand in your way till tech 3 all you have to do is aviod defenses and make sure u have some fighters dealing with the com or know he is elsewhere! com pwns these HARD but they are pretty cost effective when tearing apart their base. again, go for their eco/plant and try to reclaim the wrecks later too.
tech 3 rush (lol) please, feel free :)
porcing. works well, weak to marauding com but now that enemy cons can be targetted by lvl1 antifighter all you need is to expand a little and have these turrets scattered around with a small group of fighters to stop their com. teching to get the extra metal then going to counter whatever your enemy does.
in all cases scouting is important and there is a level of strategy in this game that becomes quite enjoable.
the micro is a bitch as, like hawks in OTA based mods, the fighters behave like...fighters, they bugger off and do their own thing, unless you spam 's' commands and have them on hold position. annoying, but this is only for the anti-fighter fighter or the EMP corvette, most other basic ships behave like gunships.
one annoying thing is that firststrike ship, if that were to be removed it would play a little better. and that fucking stupid titan thing that noobs love on metal maps.battleships are now well balanced and fun to use, not the fastest of things though.
owh and the warlock mark 2 is a very potent raiding unit, fast and moderately powerful. little HP though so don't go head on with enemy defenses, skirt round the edges and toast their econ and production.
and the Unit[Counter] thing is really useful!
why are all the good mod designers porcers at heart :\
but FF plays pretty well, even in team games on that crappy map that opty made with the insane 'zomg rush the middle coz it has loads of metals!' feel to it. best is 1v1 or 2v2 on asteriod belt <3 hrmph <3
i would like it to be more dynamic but if you play there are a variety of strats you can pull off, to name a few;
fighter spam. takes all those 'pros' (rofl) opty was talking about off guard. take out their outlying mexes or their tech 2 plant. make sure you tech after though, and if you build a extra plant it is a good idea to reclaim it to help.
ODS spam. small groups of ODS, build a few 4 minutes or so in to raid their mexes, then get a plant as close to their base as possible and spam ODS in unholy amounts. watch out for the com though!
supported com rush. go in with a few antifighters or tech 2 corvettes and your com. claim land. build 2 odd tech 1 antifighter things and then get a tech 2 unit to build a gatling laser or such, or if you haven't teched a tech 1 anti starship turret
tech 2 antifighter rush. deadly, as there is no effective unit that can stand in your way till tech 3 all you have to do is aviod defenses and make sure u have some fighters dealing with the com or know he is elsewhere! com pwns these HARD but they are pretty cost effective when tearing apart their base. again, go for their eco/plant and try to reclaim the wrecks later too.
tech 3 rush (lol) please, feel free :)
porcing. works well, weak to marauding com but now that enemy cons can be targetted by lvl1 antifighter all you need is to expand a little and have these turrets scattered around with a small group of fighters to stop their com. teching to get the extra metal then going to counter whatever your enemy does.
in all cases scouting is important and there is a level of strategy in this game that becomes quite enjoable.
the micro is a bitch as, like hawks in OTA based mods, the fighters behave like...fighters, they bugger off and do their own thing, unless you spam 's' commands and have them on hold position. annoying, but this is only for the anti-fighter fighter or the EMP corvette, most other basic ships behave like gunships.
one annoying thing is that firststrike ship, if that were to be removed it would play a little better. and that fucking stupid titan thing that noobs love on metal maps.battleships are now well balanced and fun to use, not the fastest of things though.
owh and the warlock mark 2 is a very potent raiding unit, fast and moderately powerful. little HP though so don't go head on with enemy defenses, skirt round the edges and toast their econ and production.
and the Unit[Counter] thing is really useful!
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
all your strats are right and i use most of them. It seems that you are some of the better players too 
But i dont get what your prob with the firststrike is. When i m arm, its one of the most important weapons if the enemy is turtling. Just build 2 of them, defend them with some bigger ships and frigates and sit back and watch the rockets flying and exploding. Its really fund and your enemy will hate you for that. I need this unit and i think it gives arm a good counter for cores big and fat ships.
BTW: the one map with the much metal in the middle is not mine
. I made the other one and i play it often with 3 vs 3 or 4 vs 4 and it plays fine with 8 ppl.

But i dont get what your prob with the firststrike is. When i m arm, its one of the most important weapons if the enemy is turtling. Just build 2 of them, defend them with some bigger ships and frigates and sit back and watch the rockets flying and exploding. Its really fund and your enemy will hate you for that. I need this unit and i think it gives arm a good counter for cores big and fat ships.
BTW: the one map with the much metal in the middle is not mine

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
there is no unit which ever didnt worked since version 0.9x.Rayden wrote:sry if it already has been fixed ... (didn't play ff for some time). But can you remove useless units (like flakker), last game i saw some people building it and it doesn't shoot on spaceships
But like Machiosabre said, its so that some units only target special shipclasses. There are 2 classes "big" and "small" for spaceships and fighters. The reason is simple: on the one hand you wont have situations, where an antifighter weapon shoots at a battleship while there are much better targets nearby and on the other hand its like when you try shooting a tank with a pistol it would be wasted ammunition.
Play some more games and you will become familiar with it and i think you will like it after some time.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Ok i decided to let you know how the third race makes big steps to their first internal beta (i will post when i need people for the tests).
But to let you see how it will look, i build a base with all the buildings i have done so far. The textures are not 100% fixed means that if i find better ones, i will replace them, but i think they are acceptable right now.

and here is a comparable arm base with the same buildings.

later when i have done all models, i will remodel the models which look the worst, so dont flame to much
i have already done most ships, but i wont show you at this time
But to let you see how it will look, i build a base with all the buildings i have done so far. The textures are not 100% fixed means that if i find better ones, i will replace them, but i think they are acceptable right now.

and here is a comparable arm base with the same buildings.

later when i have done all models, i will remodel the models which look the worst, so dont flame to much

i have already done most ships, but i wont show you at this time

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
eh you ever played FF? The base game (which is not done by me) has about 90% of buildings which are NOT designed for space.smoth wrote:umm, ok...
ff is suposed to be played in space.. as in the space docks are NOT land based. Think homeworld and try again.
I tried to make a third race which fits to the other ones, so i HAD to make a lot of buildings not flying.
But never the less the yards are all floated and if you would see them from the side, you would see that they look like a real shipdock like in enterprise or so. Also some other buildings are flying.. its just the point of view that you dont see that.
Just wait for the release..