What do mods need most?

What do mods need most?

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

What do you think should be included in a mod?

More uses for a transport.
9
19%
Lvl 3 units of all types rather than just 1 type.
4
8%
Destroyable but strong dragonsteeth and the like.
0
No votes
More usage of the flamethrower, paralyzer ect.
6
13%
More superunits, or faster build times.
1
2%
Less superunits, or slower build times, or defense against rushing.
1
2%
More unique defenses (mines, super defenses, shields ect)
13
27%
Easily changed tide of battle, or easy recovering from attacks.
9
19%
Their fine the way they are!
5
10%
 
Total votes: 48

User avatar
PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

What do mods need most?

Post by PenguinMaster »

This poll is dedicated to helping moders decide what features would improve the mod the most.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

artillery. not on your poll. Some of these are really balance issues.
User avatar
PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

Post by PenguinMaster »

I just chose what I thought to be some of the most discussed issues, and some basic things.So yeah, this is more of a "which thing do you think would have the best effect on gameplay".
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

you cant make a poll about mods in general, else we would have mods which would be played very similar and that would be boring.
Mods are designed to be different.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Min3mat wrote:yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
FF was intended to be playable?
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

lies...!
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Mods need:

Consistency.

This includes both art and gameplay.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

neddiedrow wrote:
Min3mat wrote:yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
FF was intended to be playable?
Zing! +2
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

so this is aimed at mods like mod mods and not TC mods?
Last edited by bobthedinosaur on 20 Jun 2006, 02:09, edited 1 time in total.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

bamb wrote:Mods need:

Consistency.

This includes both art and gameplay.
WHAT!?

Diversity is good!

GOOD!
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

What (my) mod need ?
1. Less restriction to carpet bomber so WD carpet bomber could work like in TA
2. Easier 'copy and play' for new unit (just like TA) perhaps with 'Spring conflict crusher' tool which will automatically check build menu and fix it
3. Some simple AI builder tool

Other than that to succeed what a mod need most is some competent modder :P
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

How about more variety between different sides (ok I play mostly AA and XTA)

Like having 15 different side each with dramatic differences in strengths and weakness, to the point of being often unbalanced in a one vs one, depending on which sides are playing against each other.

But the fun is playing team games and figuring out which sides complement each other well and how they can work together.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

With the current engine theres imo a limit on how different mods can get.
Think of moving ressources-collectors like in C&C, Starcraft etc.
Or upgrade buildings (armor etc)

ok, I'll give away the idea for my super-mod ( :roll: ) :

I would like to see some new ressource-system in a mod:
It would have to be played on special maps (like FF already does)
There would be metall-rich features like the crystals on Starcraft-maps ( http://broodwar.ingame.de/bw4ever/maps/ ... _2.4_g.jpg ) that a "ressource center" would collect with a nano-beam (area reclaim)


Like having 15 different side each with dramatic differences in strengths and weakness, to the point of being often unbalanced in a one vs one, depending on which sides are playing against each other.
Yay!
Also add a "random side" option to the lobby!
Post Reply

Return to “Game Development”