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Re: EE is back in development, Check page 6
Posted: 16 Feb 2009, 19:18
by Fanger
Google_Frog wrote:Can I ask why there is an armor category for each Tier? I had a glance through modit and noticed that every unit does reduced damage to T2 compared to their T1 damage and then even less to T3. The damage done to T3 was usually 60-80% of the damage done to T1. My question is why not remove most(if not all) of the special damages and just boost T2 and T3 hp to compensate?
In case I want to reduce the effectiveness of a weapon against a certain tier of vehicle without affecting all tiers or requiring me to buff the HP of all the vehicles..
Lets say I have a gun that does 10 damage.. and another that does 20, now the 20 damage one seems to be too effective against tier 2 units, but feels just right against tier 1 in terms of balance. so I want to nerf it (if I use your system I end up with the following issues)
- I nerf the guns damage, now it is not effective against tier 1
- I buff tier 2 HP and now the first gun (10 dmg one) is not effective
Do you see where im going with this..
Zwzsg.. I dont think your in a place to make comments on what will "ruin" a game you havent really stated why you think this will be bad other than you dont like it. Also dont give me some engine limitation reason I want an actual legitimate reason.
As far as the sitzkrieg comment, that again is an opinion based on the possibility of an extremely limited ammo capacity and other considerations.. IF you have a variable ammo capacity but can only rearm in your own territory then the amount of operation time outside your own area can be tweaked to allow protracted engagements.. The real purpose of this would be to prevent someone from just attacking all the way back to your farthest territory, without building some sort of support line.. It would also give a numerically inferior but perhaps more savvy person the option to outflank his opponent and cripple his supply line..
Re: EE is back in development, Check page 6
Posted: 17 Feb 2009, 07:27
by zwzsg
Fanger wrote:you havent really stated why you think this will be bad
I have, and I know you know I have since you quoted it.
Re: EE is back in development, Check page 6
Posted: 17 Feb 2009, 14:01
by 1v0ry_k1ng
i think the biggest reason it might ruin things is because they work so nicely right now. EE 3v3/4v4 on a nice big map like plains and passes is one of the best experiences spring as to offer
Re: EE is back in development, Check page 6
Posted: 17 Feb 2009, 15:32
by Pxtl
This. I think that explains most of the bad reaction to the EE econ model idea - basically, the current one works really really well. If it ain't broke, don't fix it.
Re: EE is back in development, Check page 6
Posted: 17 Feb 2009, 16:19
by smoth
The thing is that it has always been broken to fang. He was just doing the best he can under the current system.
Re: EE is back in development, Check page 6
Posted: 17 Feb 2009, 17:16
by AF
It works right now but it could work better, otherwise fang wouldnt be changing it. Lets wait and see what happens before we pass judgement
Re: EE is back in development, Check page 6
Posted: 25 Feb 2009, 08:03
by Google_Frog
Fang can you give EE a shortname. That way it's easy for lua to detect it and disable/enable itself if needed.
Re: EE is back in development, Check page 6
Posted: 25 Feb 2009, 18:18
by AF
Would E be better?
Re: EE is back in development, Check page 6
Posted: 25 Feb 2009, 19:39
by zwzsg
Aren't you the one who lobbied for the ShortName & ShortGame tags in the modinfo, AF?
Re: EE is back in development, Check page 6
Posted: 27 Feb 2009, 21:09
by Fanger
1v0ry_k1ng wrote:i think the biggest reason it might ruin things is because they work so nicely right now. EE 3v3/4v4 on a nice big map like plains and passes is one of the best experiences spring as to offer
this seems dubious to me.. Since I rarely see anyone play the game.. not being emo.. Its just I hear lots of people talking about how EE is so awesome and their sad to see it die.. yet they DO nothing to help it not die.. I am apparently expected to singlehandedly promote and play the mod 24/7 if it is expected to get anywhere, at least this is what I was informed. Now Im interested in fiddiling around with spring but having to sit in #main spamming at newbs to play my mod all the time to get it played seems a bit..
Re: EE is back in development, Check page 6
Posted: 27 Feb 2009, 21:43
by AF
zwzsg wrote:Aren't you the one who lobbied for the ShortName & ShortGame tags in the modinfo, AF?
Indeed, infact I added those tags and trepan added the rest iirc I wasnt aware EE lacked one
Re: EE is back in development, Check page 6
Posted: 28 Feb 2009, 02:40
by smokingwreckage
I have played EE a reasonable bit but I'll need more time- or a chicken mode- to get my buddies into it.
Not a feature request.
Re: EE is back in development, Check page 6
Posted: 02 Mar 2009, 21:31
by zwzsg
Fanger wrote:I am apparently expected to singlehandedly promote and play the mod 24/7 if it is expected to get anywhere, at least this is what I was informed.
That is what I do for K.P. When left alone, the autohost doesn't work: Random newb join and quit, one at a time, but no game is played. As soon as I sit in it and play whoever enters, people flocks in, and it's a neverending string of games. But when I leave, activity dies quickly, like a game or two (KP games, so 10mins).
So I do have to play the mod 24/7 and get no time for modding it.
Re: EE is back in development, Check page 6
Posted: 02 Mar 2009, 21:37
by Pxtl
It would be enough if he got together a community aspect a bit. Playing 24/7 won't work, but some scheduling might.
Just promise the players you'll be online at X time on Y day of the week to play. Then you'll be able to get games together.
Either way, multiplayer needs a first player. Most guys just go into the lobby, sort by number of players in open games, and take whatever's there. So if there's not somebody starting games, people won't play.
Re: EE is back in development, Check page 6
Posted: 02 Mar 2009, 23:58
by 1v0ry_k1ng
it helps to have an A-team of developers or good players into the mods as then you feel like you have somthing to work upto
Re: EE is back in development, Check page 6
Posted: 04 Mar 2009, 08:08
by bobthedinosaur
A lot of people can like your mod, and play it. But that doesn't mean you'll get support for it when you want to work on it. You usually just have to do the work yourself.
Re: EE is back in development, Check page 6
Posted: 06 Mar 2009, 06:57
by smokingwreckage
I don't know if I'm representative, but I like and have played versions of EE: but I can't devote the time to help, hell, I can't devote the time to get good at the game. All I can do is say, hey, nice work, I like your game.
Re: EE is back in development, Check page 6
Posted: 18 Mar 2009, 12:14
by 1v0ry_k1ng
is there a working link to the latest version please?
edit: there is a general consensus that GD laser tanks are a bit too good
Re: EE is back in development, Check page 6
Posted: 18 Mar 2009, 21:06
by 1v0ry_k1ng
ok managed to get 4 huge games of 0.46 on a variety of maps.
units are too small, even on minimal icon distance its very hard to tell what the hell is going on. absolutely everyone who played agreed they preffered normal sized units, it really was hard to see.
we got lots of cob errors, alien mex and gdi unqiue mex?
I dont mind hosting and spamming noobs but need stuff to get fixed for them to consistently come back the next day
other than that, games were great, fast and furious!
and the banshee is epic

Re: EE is back in development, Check page 6
Posted: 18 Mar 2009, 21:29
by smoth
probably missing piecenames. It is a pain in the ass to fix it.