Page 102 of 177

Posted: 20 Aug 2006, 17:44
by Caydr
I'll make the threshold for self-destruct be slightly less than speedmetal gives, whatever the specific amount is.

Posted: 20 Aug 2006, 17:46
by NOiZE
Caydr wrote:I'll make the threshold for self-destruct be slightly less than speedmetal gives, whatever the specific amount is.
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 .

Posted: 20 Aug 2006, 17:53
by Snipawolf
CayDr, speed up the maverick, or give em a 1-2 burst shot! That would be pretty good :P You could also ignore me and do w/e you want

Edit: Speed up as in its ROF not move speed, lol

Posted: 20 Aug 2006, 17:55
by Egarwaen
NOiZE wrote: What about a map with 4 spots?


1 for each player... it will have unique gameplay!
If by "unique" you mean "porc-happy"...

Also, allow me to direct you to the "Action" mutator.

Posted: 20 Aug 2006, 17:55
by Machiosabre
maveric's op as is...

Posted: 20 Aug 2006, 17:56
by Snipawolf
It could just, I dunno, lower the damage, or give it like 400 accuracy, its been a while, but that should miss kinda often...

Posted: 20 Aug 2006, 17:58
by Hunter0000
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.

Posted: 20 Aug 2006, 17:58
by NOiZE
Egarwaen wrote:
NOiZE wrote: What about a map with 4 spots?


1 for each player... it will have unique gameplay!
If by "unique" you mean "porc-happy"...

Also, allow me to direct you to the "Action" mutator.
so?

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.

Posted: 20 Aug 2006, 18:12
by BigSteve
The mav is almost bang on, imo it just needs a slightly lower regen, like 30 - 35 a tick instead of 50, 50 is super high tbh.

Posted: 20 Aug 2006, 18:23
by Hellspawn
Yeah mavs are ok, leave them as they are.

Posted: 20 Aug 2006, 19:07
by chlue
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 :-)

Posted: 20 Aug 2006, 19:07
by esteroth12
Caydr wrote:Also, L1 and L2 vehicle plants will be made somewhat cheaper to make this tech line more attractive.
thank you! i never go vehicles because i run out of E (i think.. maybe M, havent done it in a while) normally with mex->wind->mex->t1 plant

Posted: 20 Aug 2006, 20:15
by Cabbage
100m or so cheaper for veh plants is all thats needed. nothing else needs to change, this was said along time ago..

Posted: 20 Aug 2006, 20:27
by BigSteve
aye, ive not found e a problem with vehicles, just the 100 metal should be good

Posted: 20 Aug 2006, 21:13
by Hellspawn
esteroth12 wrote:
Caydr wrote:Also, L1 and L2 vehicle plants will be made somewhat cheaper to make this tech line more attractive.
thank you! i never go vehicles because i run out of E (i think.. maybe M, havent done it in a while) normally with mex->wind->mex->t1 plant
I start with solar/turbine.

Posted: 20 Aug 2006, 21:47
by Caydr
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.

-----

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".

~~~~

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.

Posted: 20 Aug 2006, 21:53
by Dragon45
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 :P


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.

Posted: 20 Aug 2006, 21:58
by Caydr
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.

Posted: 20 Aug 2006, 22:04
by Dragon45
Autoheal is PEACHY on all units except Mav at the moment; changing it around arbitrarily will only aggravate players. Really, the whole subject sohuld be dropped! :P



Caydr,. just focus on the sea! You have an ocean of work ahead of you! <har har>

Posted: 20 Aug 2006, 22:10
by Caydr
Ho ho, that was a bad one. :lol:

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.