Absolute Annihilation 2.11
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it's stupid IMO. I think i will release a AA variant right away... PPL are ALLOWED to play Speedmetal. Why are you gonna limit the ammount of maps you can play your mod? i don't get it sorry .Caydr wrote:I'll make the threshold for self-destruct be slightly less than speedmetal gives, whatever the specific amount is.
CayDr, speed up the maverick, or give em a 1-2 burst shot! That would be pretty good
You could also ignore me and do w/e you want
Edit: Speed up as in its ROF not move speed, lol

Edit: Speed up as in its ROF not move speed, lol
Last edited by Snipawolf on 20 Aug 2006, 17:56, edited 1 time in total.
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Because it is HIS mod and he wants HIS mod to be played the way HE intended it to be. I agree its stupid, but not because I think it is a bad principal but because somone will obviously immediantly circumvent it. But IMO he his by all means within his rights to try and limit the maps his mod is playable on.
so?Egarwaen wrote:If by "unique" you mean "porc-happy"...NOiZE wrote: What about a map with 4 spots?
1 for each player... it will have unique gameplay!
Also, allow me to direct you to the "Action" mutator.
and?
Could be fun?
it's different, why are ppl against different things?
Limiting stuff because you don't like it is bad IMO
I'll rest my case now.
about selfdestructing extractors:
I agree with NOIZE, that this will not 'kill speedmetall' and i am sure there will be a mutator out in no time.
But there will be one nice thing about this. Players don't have to fear that the map is changed to some kind of speedmetallmap after they joined an "caydr aa" game anymore. Maybe this will be worth it
I agree with NOIZE, that this will not 'kill speedmetall' and i am sure there will be a mutator out in no time.
But there will be one nice thing about this. Players don't have to fear that the map is changed to some kind of speedmetallmap after they joined an "caydr aa" game anymore. Maybe this will be worth it

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- Joined: 18 May 2006, 21:19
The reason I said to have "level 1.5" mexxes is because of a complaint somewhere in the previous hundred pages about how the game apparently stalls as the "all level 1" phase is coming to an end since "all attacks using L1 units become pointless as players start to porc". By providing a way to quickly rejuvinate the economy at that point, it was thought that this might be possible to make attacks larger and still have the possibility of having an impact.
I didn't give this much heed since it would mean introducing two new units and further diverge from OTA's gameplay, until I realized that I already had units at my disposal that might suit the purpose well enough.
If it's not the case and you feel this individual (possibly group of individuals) was mistaken, I'll forget about it.
Another possibility might be to make regular metal extractors have the ability to go into overdrive, costing a lot of energy but doubling their output at a ratio that should make patches with a value above 1 or so more cost-effective than the equivalent in solars and metal makers. Say, 100 energy in exchange for a doubled output.
This might be interesting but there's no way to do this given current engine limitations. FBI varables cannot be modified by script conditions.
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As for this "no speedmetal" attitude, the point of it is to encourage players to become capable of playing things besides speedmetal who are currently incapable of doing so in any skillful way. If 50% of AA's players are speedmetalers, that means there's 50% less people to play a real game with. Even if I reduced this only by 5%, with a player base of at least 5,000 active players (based on current download count of over 15,000 - 3 times what I ever achieved with the OTA version!) this would mean 250 more people playing the same game as the rest of us, that many more people to play a real game against rather than the game of "who clicks fastest".
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Hmm... I haven't visited the multiplayer lobby in over a month. It appears the extreme measures may not be necessary after all, since of 58 open games at this moment, only 10 are Speedmetal or its variants. That's down from an average of at least 50% last I checked... Only a couple of greenfields, good to see it's not developing a cult either.
I didn't give this much heed since it would mean introducing two new units and further diverge from OTA's gameplay, until I realized that I already had units at my disposal that might suit the purpose well enough.
If it's not the case and you feel this individual (possibly group of individuals) was mistaken, I'll forget about it.
Another possibility might be to make regular metal extractors have the ability to go into overdrive, costing a lot of energy but doubling their output at a ratio that should make patches with a value above 1 or so more cost-effective than the equivalent in solars and metal makers. Say, 100 energy in exchange for a doubled output.
This might be interesting but there's no way to do this given current engine limitations. FBI varables cannot be modified by script conditions.
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As for this "no speedmetal" attitude, the point of it is to encourage players to become capable of playing things besides speedmetal who are currently incapable of doing so in any skillful way. If 50% of AA's players are speedmetalers, that means there's 50% less people to play a real game with. Even if I reduced this only by 5%, with a player base of at least 5,000 active players (based on current download count of over 15,000 - 3 times what I ever achieved with the OTA version!) this would mean 250 more people playing the same game as the rest of us, that many more people to play a real game against rather than the game of "who clicks fastest".
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Hmm... I haven't visited the multiplayer lobby in over a month. It appears the extreme measures may not be necessary after all, since of 58 open games at this moment, only 10 are Speedmetal or its variants. That's down from an average of at least 50% last I checked... Only a couple of greenfields, good to see it's not developing a cult either.
Last edited by Caydr on 20 Aug 2006, 21:53, edited 1 time in total.
I still dont tihnk tis right mate. It's downright Orwellian. You're going to chase people off... good players or not be damned, they're still people 
Level 1.5 mexxes should not happen. Ever.
Ground balance is flawless with the exception of the mav. As Steve said, its autogen rate needs to be halved or something.

Level 1.5 mexxes should not happen. Ever.
Ground balance is flawless with the exception of the mav. As Steve said, its autogen rate needs to be halved or something.
I'll think about that.
While I'm going through doing all this removal of autoheal stuff, what do you guys think of Bulldog/Goliath autoheal? Does it add anything to the game? I think it might be more noticable/helpful when all other units no longer autorepair (except after a period of 3-5 minutes or so).
Also, supposing I can figure out a way to do it without screwing everything up, do you think buildings or units should have a different amount of waiting time before the autorepair kicks in? This was mentioned before but I forget what the decision was and what (if any) reasoning there was behind it.
While I'm going through doing all this removal of autoheal stuff, what do you guys think of Bulldog/Goliath autoheal? Does it add anything to the game? I think it might be more noticable/helpful when all other units no longer autorepair (except after a period of 3-5 minutes or so).
Also, supposing I can figure out a way to do it without screwing everything up, do you think buildings or units should have a different amount of waiting time before the autorepair kicks in? This was mentioned before but I forget what the decision was and what (if any) reasoning there was behind it.
Ho ho, that was a bad one. 
But autoheal is definitely going to get turned off. Stuff that's damaged to 2% health should remain as such. It's really frustrating to have a punisher or something get down to 5 HP, then you return a minute later to finish the job and find that it's at 1500 HP without even being repaired.

But autoheal is definitely going to get turned off. Stuff that's damaged to 2% health should remain as such. It's really frustrating to have a punisher or something get down to 5 HP, then you return a minute later to finish the job and find that it's at 1500 HP without even being repaired.