OTA Mod file for 0.60b1 - Page 2

OTA Mod file for 0.60b1

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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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

ah...

Well, that was what most people at the TAU strategy forum seemed to think, but I don't know about other people.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Erm... you realize that the TAU strat forum consists basically entirely of OTA players, right? Must be one hell of an unbalanced game if everyone plays it :P
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

ota here ota there ota everywhere!

we need a default mod setting.
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

It's unbalanced but it's still fun.
Luna
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Joined: 11 May 2005, 15:57

Post by Luna »

At least, in the original sense of TA, all units had some practical utility on the field, which was roughly maintained throughout a game├óÔé¼Ôäós progression. Leaving the commander to choose his/her effective means of winning the game with all the tools provided to him/her.

We got XTA on the other hand that only ended up making a whole lot of units worthless and a few extremely powerful in the overall game. By far, restricting what a commander can do, annoying new players when they see these glaring balance issues, and so forth. I honestly, want to play a fair and challenging game of wits not a game of who uses the most unbalanced units as much as possible. :wink:
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Lindir The Green
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Post by Lindir The Green »

I think you have them mixed up...

in XTA all units are worth building, but in OTA their are a few good units that everybody uses and then a bunch of worthless units, such as:

all hovercraft
all seaplanes
all non-slasher non-construction unit CORE vehicles
all non-missle units except the flash and bombers.
all tanks except the flash
all non-missle defenses except the bertha
almost all advanced units

:wink:

I can not think of any XTA units that nobody uses, or any XTA units that make any other XTA units worthless.
Last edited by Lindir The Green on 03 Aug 2005, 18:43, edited 1 time in total.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Actually it could be argued that the reverse was true. For example I was told never to sue bulldogs in OTA or build LLT's because they werent worth it.
Luna
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Joined: 11 May 2005, 15:57

Post by Luna »

Linder, I used all those units, and they where all effective for their cost and overall utility in TA. Honestly, I thought flashes where nothing special in TA, because they could be defeated in a multitude of stratagems with their inherent weaknesses and strengths.
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Lindir The Green
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Post by Lindir The Green »

I don't think many people agree with you.

Should I make a poll?
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

The last poll here was 50%OTA, 50%XTA ...
Please, stop with those mods war.
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

But I don't think all of the people who prefer OTA to XTA think that OTA is completely balanced.

That's why so many people play UH or AA.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Why do you need others approval to base your own opinion? That's all this is; an expression of opinion.

And in reference to the overall community of TA, AA and UH form a minority.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

GAH! nobody thinks OTA is COMPLETELY balanced!!! no game can be completely balanced (i've never played SC but from the looks of things it is! O.o)
I just think its better balanced than xta.
xta is now good fun even though imo it's not balanced coz of the way units look (BB :D) and extras like flares kbots able to climb more etc.

If someone did that i'd give them a hug. call it M3TA :)
I
I
\/
imo a hybrid would be the best; (using OTA as the base)
all OTA lvl2 units (except planes) get a slight boost eg. +25% health +30% Armour or something to make it so they are viable LATE GAME not MID GAME (like Gollies r on xta >.<)
beef up the stumpy (+20% HP so it can beat a flash 1v1 BUT can't hit moving targets easily AND isn't as powerful in terms of weapon)
give defenses a boost (+15% range, +10% armour, +15% attack)
make gollies/bulldogs (not reapers) run over unit corpses and DT (not fortification walls)
use aircraft flares
use xta models
use evo comm models
make the dgun cost 300 energy
make kbots climb all but like 80 degree slopes
give the seaplanes the KICKASS torpedo weapons from xta and make them cost 20% more and have 15% More HP
implement the lvl1 gunship but make it look prettier
make solars cost 30% less energy
Weaken Krogs to the oOTA level
:twisted: this would ROCK :D
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Yes, that mod would be fun, and more balanced than OTA

Luna seemed to think that OTA is perfectly balanced, and I was saying that it is NOT perfectly balanced.

I think that OTA games can be more fun then XTA games, but XTA games are more strategic, and definitely more balanced in terms of ARM vs. CORE and unit cost and effectiveness.

I don't mind people saying that they prefer OTA to XTA, that is their opinion, but I become angry when they say that XTA is unbalanced. The whole point of XTA is to be as balanced as possible, and the SY spent a lot of time making it and testing it to make sure that it fufills it's goal.
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Min3mat
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Post by Min3mat »

8) Someone agrees with me 8)
now if only someone would make it! (@NoiZe ¬.¬)
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Actually, there have been a bunch of threads on making a cross between OTA and XTA. What I think would be the best is a version of OTA with all the units as they were meant to be. It might work just to change the cost and bt of all units, so that they are economically feasable to build.

For example, L.L.T.s are completely worthless in OTA, but they were designed to be a anti raiding tool. So if they were made cheaper and their build time reduced, people might use them to gaurd valuble structures (such as their first vehicle plant) from weasle/jeffy/flash/instigator raids.

It would be relatively easy to tinker with the hpi files, the hard part would be testing the mod.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I totally agree with you Lindir.
Doomweaver tried to begin a mod like this with the rules : "don't change more than 20% the caracteristiques". It has not worked.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I'm almost done porting UH to spring, which is already quite balanced. If it gets a large Userbase we could be able to release a "balance update" each month or so..
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I've heard that AA was based on UH, so, it should be similar, no?

If yes, I'm really waiting for it !!
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

M3UH TA? =P
its cool you'll be doing updates NoiZe (keep me informed pls, i don't want u owning my ass next time we play ;)) btw is anyone helping you with this, you've done a awful lot in a short time! thumbs up! 8)
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