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Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 18:05
by Pxtl
The Skuttle was the chief concern, iirc.

Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 18:06
by Jazcash
Again, could you add a T1 only option? I r like pro games kthnxbai

Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 18:13
by Pxtl
JAZCASH wrote:Again, could you add a T1 only option? I r like pro games kthnxbai
Does the lobby still have the ability to disable units? You could just disable the 10 Adv facs (and possibly the amphiplexes) and you'd be set. The problem with an option that says "block units X, Y, and Z" is that there are millions of combinations that would make sense - no metal makers, no T2, no LRPCs or Nukes, no Air, etc. It would absolutely clutter the modoptions list to include all of them.

Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 18:16
by bartvbl
yep.. still possible
both MP and SP. Just look in the appropiate tab

Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 18:17
by Jazcash
Pxtl wrote:
JAZCASH wrote:Again, could you add a T1 only option? I r like pro games kthnxbai
Does the lobby still have the ability to disable units? You could just disable the 10 Adv facs (and possibly the amphiplexes) and you'd be set. The problem with an option that says "block units X, Y, and Z" is that there are millions of combinations that would make sense - no metal makers, no T2, no LRPCs or Nukes, no Air, etc. It would absolutely clutter the modoptions list to include all of them.
Hmm yes. Maybe a preset which disables all the T2 labs could be implemented into the autohosts. Something like "!preset t1", "!preset t2", and the like would be nice.

Re: Balanced Annihilation V7.04

Posted: 08 Jan 2010, 23:29
by bartvbl
+1
Then also something like
!disable air
!disable t2 veh
!disable t3
to get rid of a type of units

Re: Balanced Annihilation V7.04

Posted: 09 Jan 2010, 01:30
by Blue_Falcon
*says in autohost*
!disable t1
:P

Re: Balanced Annihilation V7.04

Posted: 09 Jan 2010, 01:42
by TradeMark
thats pretty trivial thing to do, also suggested by me (years ago!) to implement straight in the lobby, so you could disable/enable groups of units by clicking some buttons (like "no air" etc.), so it would add those units in the disabled units list, so it wont need any changes in the protocols either.

Re: Balanced Annihilation V7.04

Posted: 09 Jan 2010, 16:59
by Cheesecan
JohannesH wrote:What kind of games do you play, and at what point do you consider the early game progresses to mid/late game?
I play most types of games, DSD 16 player circlejerks(though I've recently quit these out of boredom/total lack of fun whilst playing them), smaller team games(still fun), FFA(still fun), even the occasional 1v1(very fun when you manage to find an opponent of similar skill level who can give you a good match but not utterly beat you into the ground from minute 1).

When people begin to tech, and T2 economies emerge, is when the game starts to get less fun. The game turns into a sort of rush to who can build the best super weapon the fastest. In BA, almost every single unit can be a super weapon. Some units are super weapons when spammed with a sim base T2 economy. Add to this the fact that most players build layers upon layers of defense, and you get stalemates.

When there are stalemates due to porc, many people will go even more sim base This can last for several minutes in a game. I'm sure anybody who have specced a few games recently knows what I'm talking about.

There are games that are awesome to watch as a spec. And then there are games so boring that it is like watching paint dry.

I usually feel excited in the early game on maps like TMA, where each move you make is decisive.

My general observation is that the less players a game has, the more fun. In 1v1 situations between aggressive players, there will be less focus on sim base and more focus on raiding, scouting, expanding etc.

I just don't like how different the second half of the game is from the first half. The first half should be equally thrilling and exciting as the first half, or more, not less as it almost always is.

OTA games were much more cohesive, because they did not have such a huge gap between T1 and T2 stages. There was more focus on tactical elements.

I think adv. fusion/moho maker economies should be extremely weakened, it should not be the best option. Focus should be on strategic expansion to claim and hold metal spots, and use of geothermal and tidal energy.

I also know the chance to get what I am asking for in BA is infinitesimal.

OTA players will remember extravagant mods like TAUCP. BA is TAUCP reincarnated in Spring, with a few less units. But with the same fucked up economy and late game.

Re: Balanced Annihilation V7.04

Posted: 11 Jan 2010, 20:01
by el_matarife
TradeMark wrote:thats pretty trivial thing to do, also suggested by me (years ago!) to implement straight in the lobby, so you could disable/enable groups of units by clicking some buttons (like "no air" etc.), so it would add those units in the disabled units list, so it wont need any changes in the protocols either.
It would also be nice if a Lua gadget would remove the build icons for anything with unit limit 0 so that all the banned units wouldn't sit around on people's build menu and confuse them.

Also, a big old message stating "unit limit hit" would be nice for newbies who wonder why their factories suddenly don't work after someone quits and they take the missing player's stuff.

Re: Balanced Annihilation V7.04

Posted: 11 Jan 2010, 21:39
by Gota
Some OTA matches last for 3 hours...
The game is not meant to be fun to spec,that is a side bonus.It's suppose to be fun to play.
If DSDt2 was not fun people would not play it as much as they do...

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 18:27
by Tribulex
Regret wrote:
Nobody ever makes a landing pad. Faaaaake.
i do

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:01
by TradeMark
why? nanotowers repair faster i think... since your planes dont need to stop/wait

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:14
by Blue_Falcon
ah but ur planes don't fly to the nanos when they have low health

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:26
by TradeMark
my widget does


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I HACK UR GAME

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:28
by JohannesH
Every plane I have, I retreat them by hand.

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:29
by TradeMark
me too, and if im too lazy, i just let them die.

Re: Balanced Annihilation V7.04

Posted: 14 Jan 2010, 21:35
by JohannesH
btw best repairer is neither nanos or air pads, rezbots >> all else in repairspeed for cost. And I heard those even move.

Re: Balanced Annihilation V7.04

Posted: 15 Jan 2010, 02:22
by Tribulex
Johannes they cant assist building though u noob.

Re: Balanced Annihilation V7.04

Posted: 15 Jan 2010, 03:59
by JohannesH
d_b wrote:Johannes they cant assist building though u noob.
Oh ok... I'll stick to air repairpads from now on