Re: Yet Another BA Fork - Eternal Annihilation (v1.02)
Posted: 18 Sep 2010, 12:19
Well I agree with Nio, if you respect me 

Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
You are perfectly true .... in theory. Point is, in a REAL game, you dont know where are the samson BEFORE you send the blades (you may have a view on some of them, you never know what kind of unit are where you dont see them). If there is only lets say two samson you did not saw, you loose 2 blades each time they fire. And if they start to fire and kill you blades, if will unstunded samson that will fire on blades... and so on. Plus if you have a wide spread of unit, you need to micro induvualy each blades to only specificly attack samson and pulverizer ... good luck with that: I have no idea what are you micro skills, but I am not about to specificaly target 10 samson with 30 blades in a bunch of 40 unit (If I assume I have 30 raider too). If the front is a ligne and the stumpy stand with samson in a ligne, you loose 10 blades in a first shoot. Then you need to micro your 20 blades (2 per samson) and click individually 1 time to selct blades and 1 times to select target: you need to click 20 time in 1 sec (1200 click / minutes). this is beyond men's ability...Niobium wrote:Scale those numbers up, and suddenly it's a piece of cake.Johannes wrote:GL trying to stop equal cost of aa with blades. 2 blades have 0 chance of stunning a crasher, pulverizer or samson
You put one sacrificial blade infront of your blade line before sending it in, it absorbs the entire first volley. If you only have 2-3 blades, this sacrificial one is a big deal. When you have 15 blades, it's nothing.
And btw, there are not mighty 8D. The poeple calling other mighty shows they have no idea about 1vs1 since the player you refer to can be beaten for player who actually have a clue about spring. Even bybyK beats 8D. So you just showed me about good you knew the game. Thanks for making my point yourself !ok, here's another conclusion drawn from your anecdote: 'blades are OP' (how else could albator beat the mighty 8D?)
Well, you dont play so much BA anymore, I suggest you play more to see what changes into balance since it has been a long time you did not play. It is easier to play that to listen to poeple if you want to make your mind about balance.Nixa wrote:Well I agree with Nio, if you respect me
Surely it would improve gameplay. Not to remove it entirely, but to have units work together with a modicum of intelligence to reduce those 'headslap' moments. Obviously it would have balance implications which would then need to be ironed out, but if the gameplay is improved thats good isn't it?Johannes wrote:And removing overkill is a bad idea, it's an important and interesting part of micro. Would have huge balance implications.
You missed out the second part of my post. Go back and read if you like. I was demonstrating how easy it is to come to a conclusion if you make an assumption (that 8D is better than you was the assumption). This is why I tried to explain with logic fundamentals rather than example.. cause the example is easily misunderstood by someone who refuses to consider opposing views (treating discussion as a battle rather than a search for the truth).albator wrote:And btw, there are not mighty 8D. The poeple calling other mighty shows they have no idea about 1vs1 since the player you refer to can be beaten for player who actually have a clue about spring. Even bybyK beats 8D. So you just showed me about good you knew the game. Thanks for making my point yourself !ok, here's another conclusion drawn from your anecdote: 'blades are OP' (how else could albator beat the mighty 8D?)
How would it improve gameplay? Making enemys units overshoot is not a "Headslap moment", it's a cool play and even greater play is to maneuver your units not to overshoot. It's pretty intuitive to learn how it works too.momfreeek wrote:Surely it would improve gameplay. Not to remove it entirely, but to have units work together with a modicum of intelligence to reduce those 'headslap' moments. Obviously it would have balance implications which would then need to be ironed out, but if the gameplay is improved thats good isn't it?Johannes wrote:And removing overkill is a bad idea, it's an important and interesting part of micro. Would have huge balance implications.
Note: this is not BA! BA is stable.
Would radically change balance of janus, banisher, storm, rocko, a few others. It would penalise players who have the skill (and forethought) to use variable fire states, and manually target.momfreeek wrote:Note: 'overshoot' is ambiguous (to overshoot a target is to go beyond it)
Increased control and units not acting like idiots improves gameplay IMO. Line formation and units automatically targetting things they can actually hit are just 2 things that make spring better to play than ForgedAlliance (I don't take credit for these insights).
Units not wasting all their precious shots on one small target would be a good step IMO (reduces the stupidity of flea spam for one).
I don't see it as acting stupidly, we could take this debate to the nth degree, considering things like CA autoskirm, and you arrive at the personal preference landmark, very boring discussion. I don't see what would be added by making such a fundamental change, and I see a lot of tricks and "plays" being lost.momfreeek wrote:line formation penalises players who can manually arrange their units into formations. queuing penalises players who can set each build order when they need it. units aiming at targets they can hit penalises players who can manually and optimally target everything.
Units can be rebalanced to account for these things and it doesn't change the potential of any unit at all.. just the amount of fiddly micro needed for them to perform well.
Meh, it might not even be possible but it seems to me if you can stop units acting stupidly that can't be a bad thing for the game as a whole.
I think that's kinda what he was saying. SC is much more a game of hard-counters rather than a range of options that can be chosen from for the best depending on the situation.Johannes wrote:Yep, overshoot was a typo, I think everyone was talking of overkill only here.
Btw Alba, Starcraft is not about mindlessly spamming same units, BA has much more of that actually - those units are more different from each other and counter each other harder than here.
Exactly the same in BA just that the very low number of players in this community and the map creation which is very general and not game specific does not allow players to get to the point where they know the right amounts and numbers and right plays per map per side...Hobo Joe wrote:I think that's kinda what he was saying. SC is much more a game of hard-counters rather than a range of options that can be chosen from for the best depending on the situation.Johannes wrote:Yep, overshoot was a typo, I think everyone was talking of overkill only here.
Btw Alba, Starcraft is not about mindlessly spamming same units, BA has much more of that actually - those units are more different from each other and counter each other harder than here.
BA offers many ways to approach a situation and this is one of its stronger points, IMO. SC on the other hand is more formulaic and in most situations it's the just a mathematical response where if enemy builds X unit, you build Y, etc.
you can remove CORE, noone will play it anymore nowTheFatController wrote:Updated version and original post with another list of exciting changes