Re: we sux
Posted: 02 Nov 2010, 00:54
one of the reasons (or even main) why sc is so popular/ got most 'pros'
and masochistsoksnoop2 wrote:I think spring is great for hobbyist. So my counter would be "we rulez"...."for hobbyist"
thinking about it, it is not so lolzy but trueForboding Angel wrote:Agreed, lolzy statement is lolzy
SupCom's the same, and it only got praise.knorke wrote:S44
small units, big ranges.
Zoomed out you are playing with icons.
It's planned. Well, has been for almost a year, and these days I prefer to waste time playing commercial games rather than modding, so don't expect it anytime soon.knorke wrote:Kernel Panic
do want zomgrandommaps.
I turn off my computer whenever I sleep or am away, so I can't run autohost myself. And I'm not too knownledgeale about distant servers.Neddie wrote:KP: Could be improved with hosting and promotion. I still owe z a few things for KP, and I'll bloody well deliver.
The main thing that sets competitive star craft aside from competitive spring is a sane global ladder system. We had a ladder, but it never worked well.Wombat wrote:sacrifice part of the donations to a prize for winning 1v1 tournaments, no other way (wont happen tho, so gg lol)SwiftSpear wrote:it's hard to steal StarCraft fans with a game with zero competitive support structures.
ye but sc ladder is made to pick group of ppl to compete in a tournaments so they can win cash (counted in thousands), in spring it was to make someones e-peenis bigger, so why bother ?SwiftSpear wrote:The main thing that sets competitive star craft aside from competitive spring is a sane global ladder system. We had a ladder, but it never worked well.Wombat wrote:sacrifice part of the donations to a prize for winning 1v1 tournaments, no other way (wont happen tho, so gg lol)SwiftSpear wrote:.
That's not the main point of SC2 ladder at all, it's more geared towards noobs who want to see a shiny rank and more importantly, be able to play a game easily with the matchmaking vs same strength opponent.Wombat wrote:ye but sc ladder is made to pick group of ppl to compete in a tournaments so they can win cash
and thats why you get porc creeping and loling around with hero units, sometimes a bomber fleet.Maps: large because there are a lot of high mobility units, bases at edge of map because I am trying to get the most out of the map size. There is a need to expand as making expansions(conyards) means free unit healing. very important for skirmishers like heroes or holding a front line.
start would be that buildings automagically turn on/off depending on what ressource you need atm, ie like metalmakers.hate about the econ.
Make an actual critique and I will read it.
if all you ever do is read stuff and want to do stuff your way anyway, then why should anyone bother. of course you can make your game the way you want without any listening to critique but then you lose any reason to complain why nobody plays it.So I am making the game I want. Don't bitch about it because I don't care what you want
Sometimes but isn't always the case.knorke wrote:and thats why you get porc creepingMaps: large because there are a lot of high mobility units, bases at edge of map because I am trying to get the most out of the map size. There is a need to expand as making expansions(conyards) means free unit healing. very important for skirmishers like heroes or holding a front line.
Sometimes but isn't always the case.knorke wrote:and loling around with hero units, sometimes a bomber fleet.
There is a whole pile of units who can go up and over the hills in gundam, is this what you are talking about?knorke wrote:I dont see why "high mobility" units would require big maps? And wouldnt they be even more usefull and feel more mobile if they could actually use their mobility to go around stuff?
How is the game going to know what resource you want to stack up? what if I am building up refined while teching? It is not easy to say what a player needs atm, how would you even need ATM and get enough to build something that instance, even in *A it doesn't work this way. Unless you are talking about trying to meet the eco drain that the player has. At which point I remind you gundam doesn't do m/e a sec as costs are up front with respect to purchasing units.knorke wrote:start would be that buildings automagically turn on/off depending on what ressource you need atm, ie like metalmakers.hate about the econ.
Don't alter my words in a quote to fit your interpretation of what I said. i didn't say that, so don't quote it as such. Here is the deal, this community the thieving pile of shit that it is seems to exalt two things, the stolen ota content and completely ip free projects(because they can plunder the art assets). Projects such as mine and starwars get shit around here because they are neither. So to that I do thumb my nose. But what you are implying is not true and perhaps is a misunderstanding. I am making gundam rts and I make it for me, yes. Do I try to consider feedback, yes, I do. That does not mean I will merely bend to every player whim though. To that end you need to at least consider that this is my project and I am doing a lot of work to see it through. If someone offers to add a feature they would like to see, if it makes sense I add it. If someone wants me to change the design I am going for to shoehorn a gameplay element in because they like it, I will not. Ex: Someone suggested resource harvesting in gundam(before your code) and I did not see any reason for something like that as it makes little sense in universe.knorke wrote:Make an actual critique and I will read it.if all you ever do is read stuff and want to do stuff your way anyway, then why should anyone bother. of course you can make your game the way you want without any listening to critique but then you lose any reason to complain why nobody plays it.So I am making the game I want. Don't bitch about it because I don't care what you want
knorke wrote:If the game is just for fans who are just want to see as much stuff from the series included as possible, then thats fine but i dont really think good gameplay comes from that.
I can see how this was vague. Better explanation: eventually you will not have access to half of the units you have now. Whole unit subsets will be locked based on difference research decisions. Right now I first have to add all the units in before I start adding alternate tech branches. Which is what I am doing right now, trying to fill out branches so I can start breaking unit sets up.eventually the research system is going to be expanded to a tree-like system. this means that you choose your tech development as the game goes on.
It isn't rps knorke. You've played it enough times to know better than to say that.knorke wrote: Evolution RTS
many things surprising similiar to TA if you get past the graphics and some extras ie "power" to unlock units: multiple "simliar" labs (veh,all terrain vs veh+kbot) viable at start, mexes, radar, etc.
Problem: balancing based on rps-style skirmish/raider/swarm/fighter etc system that is not easy to get because it makes no sense.
Everybody knows/understands how a tank easily explodes a jeep. A jeep slaughters infantry with his machine gun. Infantry destroyes tank with bazoook.
With a bit of rts experience you just know that. Actually everybody can understand why a jeep has weaker armor than a tank. Or if a machine guns bullets uselessly bounce of a tank, than that is even visible. The armor system in evo is not visible and when looking at a unit i can not tell what kind of armor it has or if i see an evo weapon firing i dont know what effect it has on what units.
do these players make up 0.1% or 1%? Thats like saying everybody who plays an instrument does it to become a rich pop star and if somebody paints a picture he wants to it to be the next Mona Lisa.@ knorke 'ladder:
nobody cares about winning money Oo
its all about epenis.'
if they are living from playing it, then yes. and all top cs/sc etc player live like this