Idea for making AA better. - Page 3

Idea for making AA better.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Oh no, not the placeholders again.
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Caydr wrote:Forboding, what happened anyway? I can remember being on voice chat with you while you were practically having a seizure about how great stuff was in AA, now you don't bother with it... besides this wreckage thing, what has turned you off of it?
Oh dear :?

/slaps some earphones into poor impressionable Cadyr's ears and plugs them into a looped recording saying 'AA is fine now...everybody likes it...balance is good...AA is fine...' :P
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

I agree with swiftspear.. whilst I myself find the spring pathfinding to be meh at best.. (though I have to admit its getting better) I find it annoying to allow cannon fodder units to have blocking wreckage because even using tactics it makes it hard not to have traffic jams.. But AA and OTA and games in this scheme have been balanced around having light units get bogged down by their wreckage because of how many of them can be built.. considering that lvl 1 units are not supposed to be your bread and butter units but more lvl 2 is the main disadvantage of lvl 1 besides their low health is that en mass they bog themselves down so cant be spammed to supreme effectiveness. Making them not block wreckage whilst possibly an interesting and plausible idea might make them the favored unit to use. It is nice to see lvl 1 used a good deal but lvl 2 is the main focus of the game and without a serious disadvantage like corpse blocking lvl 1s low cost/size might make them the key unit to use as they can just blanket overwhelm enemy positions through force of arms.


Personally I think it would be better if someone had stated this earlier instead of almost starting a flamewar over this..
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I haven't played enough AA to comment, but in TA, the level one units were certainly the bread and butter.

Level 1 units were your "soldiers", and level 2 units were "specialist" units, that you mixed into your armies of level 1 units for special purposes.

It sort of defeats the purpose of having level one units if they are obsoleted as soon as the level 2 units arrive on the scene.

And I can't be bothered arguing with you forboding, it's like talking to a brick wall. You say you don't care... and then continue to press the issue, and then say that you are completely objective, though your posts are still permeated by a distinct attitude problem. It isn't worth my time and effort.
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FireCrack
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Post by FireCrack »

^regarding the above two posts, I'd say that in the late gmae, l1 unts are "your bread but not your butter" I still put out l1 units in as large or larger masses than l2 units but they are less used for general combat and become relegated to diffrent roles. I use walls of rocko's late game to form a strong position that even l2 units have difficulty challenging, i mix in hammers with my main combat units to be meat sheils adn ad a touch of extra dmage, or i have a squad of pewees standing by ready to rush into the enemy's base and attack the soft juicy interior oncem y l2 units have broken the front door down.

L1 units remain still important, but they arent your iron fist anymore.
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Das Bruce
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Post by Das Bruce »

Warlord Zsinj wrote:I haven't played enough AA to comment,
Exactly.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I have played it enough to realise that in essence it is still a TA mod.
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