Beherith wrote:Google_Frog wrote:Beherith wrote:No no no and no. This is a fallacious argument. Remember last time when I requested you to name maps that are "broken" cause of bad wind values? And noone named a single one?
A lot of maps are either wind maps or solar maps. What's the point of having 2 seperate energy sources if one is going to be plain better most of the time?
So your throwing out buildtime, space requirement, raidability in favor of cost based balance? Very complete.
Why could a game not only have reliable vs risky power sources? In the case of CA the risky income power source is more raidable. If solars have a better average wind will not be built. Conversely in CA as opposed to BA excess E income can be used for overdrive so excessing is not a problem, this means that if win is any better than about 1.5 then noone will make solar.
Please name me some decent maps that are unplayable in your selected mod because of gravity values.
None yet because we know certain changes to CA would make them unplayable. We're unable to balance impulse because of this and now we've got blastwings doing a lot of their damage with shrapenel, the distance it flies is affected by gravity. Variable gravity makes this unbalanceable too.
Its not imbalance, its variation in gameplay. Gameplay should vary from map to map, even if its just a little bit. What maps give you trouble with gravity btw? I dont recall any maps with wacky gravity besides muck.
Map gravity easily varies from 70 to 160. Once a game starts using shrapnel and impulse heavily in it's balance system a lot of the maps will make units that rely on impulse or shrapnel OP or UP. I am saying that currently there's not much imbalance due to gravity because we know that any unit which heavily relies on impulse or shrapnel will be broken. The changing gravity is preventing more interesting unit types.
SirMaverick wrote:Google_Frog wrote:Beherith wrote:No no no and no. This is a fallacious argument. Remember last time when I requested you to name maps that are "broken" cause of bad wind values? And noone named a single one?
A lot of maps are either wind maps or solar maps. What's the point of having 2 seperate energy sources if one is going to be plain better most of the time?
tanks vs hover
Yes tanks and hovers are a bit of a problem too. Ask Saktoth about them, he says he is able to make a lab viable hover factory which is different to vehicles and balance it on both land and sea.
Previously it was requested to allow mods to ignore typemaps as well, yet there arent any maps that you dont play specifically because it has a "bad" typemap.
Maps with unit speed changing typemaps. They just remove about 1/2 the viable units. Centerrock and Xanteterra are the worst for this.
They don't remove anything. They just move at a different speed.
Say if a map halved the hitpoints of bots. While it doesn't technically remove bots they become utterly worthless and not built, it's as good as removed.