Zero-Sum AA - Page 2

Zero-Sum AA

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.

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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

felix, trust me, a zero sum style game wont work if you use the AA gameplay, you need a system where attacking provides the advantage, else both sides will sit there and do nothing, its basic gameplay mechanics that you have to consider before making a mod.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Sounds interesting. You edit all the corpse files, I'll include it :P
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Nemo and I (well, mostly Nemo) have started to look at the possibility of a zero-sum gameplay addon to the demo for A&A. Instead of corpses, dead units will leave behind stylized "gift boxes" with their resource content (after all, it would be odd to go around and reclaim infantry corpses...)
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

I think much of this annoying build-thousands-of-fusions-and-moho-metalmakers-and-then-win -concept could be erased by simply adding the metal maker, metal generator and moho metal maker to blocked units's list when you host a game. Even the moho metal extractor could be added to this list.

This would make the game much more tactical, to a true RTS
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

But booming your economy is a strategy, just like an early rush or a tech 2 atack etc. I like ythat TA allows you to do this...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

There is a switch to decrease the effectiveness of the metal generator.
The more you build, the less it's effective.

(but it's still effective to make 10, but the 101 will only increase your metal to 2 or 3)

But it seam that nobody play with it enabled :(

I think it was a good idea, because you have to think if it worth to make one more or no, there is no a "right number", it depend of your strategy.
You can use them to boost your economy, but not to give you 90% of your metal income.

Actually, it's the more you build, the better it is.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Wrecks could be Destroyed...
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

In theory yes, but if its got 500000000000000000000000hp and most weapons do roughly 90-500 per shot, I'm not too concerned about it.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Can't features, like carcasses, be made indestructable?

I remember that coming into discussion a few times and don't remember how they ended up.
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