Expand and Exterminate version 0.163 Released - Page 23

Expand and Exterminate version 0.163 Released

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Chapparal
Posts: 7
Joined: 04 May 2006, 23:17

Post by Chapparal »

LARGE POST:

CONTENTS:

-DISCLAIMER
-A word to the reader.

-AA changes?
---How it stands today
---Why/if it├óÔé¼Ôäós necessary
---Logic
---What can be done?
---What it will allow
---Cosmetic changes (just ideas)
-Air attack Plane discrepancies
---The state (or how I feel) about air attack
---Crazy patrolling AI
---L3 Ground attack Chopper behavior
---The state of URC Air Attack VTOLs
-----L3 Anti Air VTOL behavior
-----L2 Anti air VTOL behavior
------Fixes
--------Branch 1: Shut people up
--------Branch 2: Make it like vanilla

-Naval
---A Result and a rant from my first sea battle
---Unit aberrations,
---L1 Ships Vis a Vis subs
---ECM Ship
-----ChaingunWTF
-----Massive Changes, both in light of purpose, and utility in regards to ------ land counterparts
-----New purpose
-----THE MOST IMPORTANT THING PEOPLE NEED TO KNOW ABOUT THE ------ECM SHIP.
---Air Sonar
---L3 Ships 'WTH?'

-Suggestions

Overall state of EE:
-How it plays
-Suggestions for going forward
-Teach the public, get the word out.

Disclaimer:

Please note Dear Reader these are mostly observations of what I see, as I have not access to the code nor hard numbers to crunch, I can only go forward and make assumptions based off what i've tested and observed and compare them to the current state of the game in relation to the past states of the game. When there is something i'm not very positive about, i do state it, when something is an opinion of mine, i state that as well.

That being said:


I want you to keep an open mind

-The design changes and Suggestions I put forward are as educated as I can possibly make them, keeping in mind the particular strengths and weakness of both GD and URC, as well as the future NI side. And are based off of the observation and participation in scores of Expand & Exterminate matches.

-100% of the changes I propose are changes of usefulness, small things that make the units better in the situations that they should be used in, but are frequently not.

-The design changes that i've put forward are generally light to moderate, the most extreme being a unit that you've probably never used, but will hopefully do so in the future.

Please keep in mind that I've spent a lot of time on this, and any closed-mindedness, flaming, or even jokes about flaming or closed-mindedness will be found by me to be in extremely bad tastes.

I'm a live and let live person who loves to joke around and be stupid at times, but while this isn't the most epic or even moderately significant thing to be posted, please keep in mind that this post is over 12 pages long and that if you choose not to respect my ideas, respect my commitment, as i'll always do the same.



AA changes?

HOW IT STANDS TODAY:
-----------------------------

We all know AAA in EE is very powerful, but one of the main points with this is the following can be readily seen in every current EE player├óÔé¼Ôäós play style:

They'll build a bunch of L1 AA in their base, getting more as time goes on, if the enemy tries to focus on air, a mistake in and of itself as it stands today.


WHY A CHANGE MIGHT BE NECESSARY:
----------------------------------------------

Now a bunch of L1 isn't a bad thing, but where├óÔé¼Ôäós the incentive to build the higher damage L2s? If the L1s rip everything out of the sky, an L2 is just another case of putting all your eggs in one basket.

What I'm proposing is that while we know that L1 AAA >>>> L1 Air, it just feels far too effective vs. L2 and L3 in scope.


LOGIC:
---------

I believe right now, the only real difference is the amount of hit points the copters have (and the armor type, but I *think* I only notice this in L3, if it is there at all, I may be making it up in my head).

You'd expect heavier helicopters to have more hit points and stronger armor, this applies more so to the L2 copters, who seem to be as vulnerable to AA as L1s but with more hit points, which doesn't help their cause any. I'd imagine the L2 copters would have a decent increase in armor as well.


WHAT CAN BE DONE:
------------------------

The way I├óÔé¼Ôäód like to see it is that players are left vulnerable to a heavy L2 or light L3 rush if they only build tier 1 AA/SAM turrets, and that is true TODAY, to a certain extent. As it stands, the effect (just build a few more L1 turrets) is definitely muted. By decreasing the L1's ability to take on L2 and L3 fliers, you would leave people who never augmented their defensive screen with L2 (heavy) AA/SAM vulnerable.

Journ's proposing a 20% decrease in the attack of L1 turrets; I don't think that'd solve the problem.

The current problem restated is there is no true incentive to go L2. It├óÔé¼Ôäós a more powerfully AAA/SAM, for sure. But it├óÔé¼Ôäós just putting all your eggs in one basket. An equal amount of L1 turrets for the cost can do the job far better.

What would be a better solution is decrease the L1 AAA/SAM's damage decently vs. L2 air, and dramatically decrease it vs. L3, while (if truly needed) simultaneously decreasing the L2 turrets damage vs. L1s.


WHAT THIS WOULD MEAN:
-----------------------------
As it stands the window for a useful air attack against an enemy base rapidly closes, and I├óÔé¼Ôäód say is a poor decision 10-15 minutes into the game, and when the window is open (usually they didn't build AA, etc) you might only be given one chance to go through it.


The changes would mean essentially, that if a player augments his defenses by only building L1 turrets, in mid-late game, he'd be left very vulnerable to a concentrated L2 attack or a moderate L3 attack.

What this would mean is the window would become re-opened!

This window could be closed by means of placing a few L2/L3 AAA in and around the base.

As it stands, this window does exist, but it requires ludicrous amount of expensive L2's to exploit to any magnitude.


Cosmetic differences I├óÔé¼Ôäód like to throw out there (not truly serious, but could be interesting):
------------------------------------------------------
Current AA rankings in my head (how I feel, May not be reality) Based on believed usefulness:

URC (high damage very direct, low AOE damage) < NI (Pretty direct, Hi-damage, still being fiddled with, so no true bearings on reality) < GD (sizable AOE, good damage, a bit ridiculously accurate for flak, but feels like it does its job well)

URC: I think its fine as it is really
NI: (when tested) Seemed fine
GD: Increase the AOE by a bit. Top it off by decreasing accuracy. It'd look cooler, and Give them the whole 'we need a whole lot of flak cannons to take down 100 bombers' feel. It might be unnecessary, but I think it'll yield some interesting results.


Ideally, the 'rankings' would be similar, just the flak would behave a whole lot more like flak. This is based off the fact that the flak cannon has wicked sweet explosions, and that if the explosions were less concentrated, would look flippin' awesome. Fly unfriendly skies!

==========================================


ANTI-AIR PLANES:
---------------------

The state of AIR:
(Read: My feelings on what they are, and where their 'niche' is)
---------------------

Air attack aircraft are just that. Due to the effectiveness of mobile and static AAA/SAM however, they're usefulness is particularly suited only to protecting areas with no AAA cover, such as unoccupied Sea, Super Hilly Terrain/Mountains, AND as a very FAST Anti-Aircraft response. This means that they're usefulness is semi-diluted, as there are few times where an attacking force of ground attack will 'require' either a dedicated air-attack support, or AAA ground cover. In most situations, the Air Attack craft are a response to concentrated ground attack aircraft when the player's AAA was destroyed.

We also tested various levels of interceptor aircraft vs. each other, and there were a few aberrations:

Wacky Patrols?

I noticed patrols seemed a bit wonky. A L1 AA copter vs. an L1 AA VTOL wouldn├óÔé¼Ôäót immediately turn around and start shooting once it was under attack (and in LOS) and would continue to patrol. This should be reproducible.

THE FOLLOWING IS NOT A GD VS URC DEBATE, it is merely what was observed, and most likely has NOTHING to do with GD vs. URC coding, merely just luck, unresponsiveness, or an issue that should be addressed.

ALL FACTORY/UNIT SETTINGS WERE ON DEFAULT (no hold fire, never land, etc. non-default settings)
Both the AA copters were patrolling a straight line, the lines were like this:
G=GD copter patrol line
U=URC VTOL patrol line

____UUUUUUU

G
G
G
G
G

The URC VTOL would attack the GD helicopter, and the helicopter would continue to patrol, should the GD helicopter be facing the URC VTOL at some point, it would fire, but still continue to patrol. I'm sure this could very well also be an issue with a GD helicopter getting the drop on a URC VTOL. As it stands, it├óÔé¼Ôäós a bit awkward to have planes attack air without having them patrol the area, as I can't click that precisely.

L3 GD ground attack copter:
------------------------------------

-On its own, Lifted off and tried to act as an Anti air helicopter, even though it had no ability to attack. I found this odd, and it should be reproducible.

L2/L3 Bomber behavior Suggestions
------------------------------------------------
I know this will probably be difficult to code, but the bomber still has a few issues, most of all, attack path.

Again: restating, this is probably not easy to code, but may not be impossible, I believe it will drastically increase the use of bombers.

-The bomber will attack straight into a group of enemies, and drop its bombs, then continue past its targets and make a wide turn. Exposing it to all manner of previously unengaged Anti-Air (in the case of a base attack)

I suggest a setting: Line/Curve bombing

-On Line, the bomber will continue to behave as it normally does

-On Curve, the bomber will begin to turn away as it approaches its target and discharge its bombs, thereby never flying over its target (but still being in AA range, for sure) and getting ripped from the sky by other AA Units. The bombs will fall in a C shape, thereby doing massive damage to a group still, although most bombs may not hit the group depending on spread of units.

-In other words, a setting that allows for increased survivability for a decrease in probable damage potential.

-As a side effect, this would actually give Anti Air Aircraft a much greater percieved 'use', as the amount of time the bomber would spend in AA range is lessened, given defending players an incentive to invest in the faster attack aircraft.

EPIC ONLY REMARK: Most of us (Fang included) think the AOE of the bomber in EPIC needs to be increased.

The State URC Anti Air VTOL:
(as seen from the 3rd person)
-------------------------------------
Again, I'm not a big-time URC player, and I don't know this first hand.

-According to Journier, the L3 AA Aircraft for URC (which flies like a jet) is too ineffective, I won't deny this. As i didn't know that URC has a dedicated L3 Air attack craft (unlike GD), which is totally fine by me.

Suggestions:
-Maybe add in a secondary plasma turret a la the Phoenix's tail turret? -
-This Would allow it to continually shoot air no matter where its position relative to its enemies.
Have the turret good damage vs. Air. This Would define the purpose of the L3 Air attack craft to primarily open area air combat as opposed to attacking an enemies base overhead air-combat (as the wide circle path that it makes would leave it open to emplaced AAA/SAM)

L2 URC Air Attack VTOL
------------------------------
:::!Keep in mind, I don't typically micro my aircraft in a fight!:::
-Appears to be fairly inaccurate
-Very high damage WHEN it hits.
-No AOE (I believe GD's has an AOE)
-All in all, I BELIVE the DPS is comparable to the GD counterpart (factoring IN its inaccuracy, it would dominate if every shot hit)
-Because of its inaccuracy, discourages microing? (Maybe, I don't play URC)
-Is very discouraging to use, given the appearance of being totally inaccurate, which probably upsets most people.

Fixes/Suggestions:
2 branches to go with this, depending on how you (Fang) want to diversify the sides.

Branch 1: Keep it the same, shut people up
-Tighten the accuracy like mad, *slightly* increase the rate of fire, as the ROF as it stands maybe a liability if a L2 URC VTOL is jumped by an L2 GD Heli from behind, *might* be too one-sided. If you want that, then keep it like that, just keep in mind the ROF just might discourage microing. Keep in mind, I don't typically micro my aircraft in a fight.
-They won't appear inaccurate anymore, which will no longer discourage people from using them


Branch 2: Make them less Unique, less like a jewel hammer, more like a regular hammer.
-Tighten the accuracy a bit
-Lower the damage a lot
-Increase ROF a medium amount
-Make it slightly comparable to the GD/NI equivalent
-Makes it totally boring, vanilla, 'who cares when i miss one shot' kind of of affair. !!!Keep in mind that currently it doesn't hit often, but when it hits, it hurts!!!

===============================================
===============================================
===============================================

Naval Expand & Exterminate
-----------------------------------------

A Result and a rant from my first sea battle:
---------------------------------------------------
Yesterday, I played EE vs. fang, and had my very first major sea battle. It was... a rough learning experience. This resulted in me getting frustrated and yelling at Fang. Again, it made me frustrated, and when I get frustrated, I bitch and moan a LOT more than usual (and I mean a LOT). But the scientist in me want to test, so a-testing I went.

The State of Naval Combat in Expand & Exterminate
-----------------------------------------------------------

In case you didn't know, it works a lot like land combat.
-A lot of level 1s trumps a level 2
-so basically, you augment your fleet with a lot of level 1s, some level 2s, and a few level 3s.

Unfortunately, since it rarely comes into play, I never knew how navel combat worked. I believe they should be in the 'pathing' loading screen teasers that tells you how some things work. Most people don't play naval EE enough to see what they should build (as what happened with my fight against Fang).

Unit Aberrations:
-------------------
Level 1: Universally the GD unit will beat it's URC counterpart 1 on 1. But you might want to keep in mind the following:
Laser > Plasma
Missile = Rocket

Same thing for level 2.

Mostly same for level 3. Laser cruiser's kind of borderline ridiculous.

Ship Specific Issues:
------------------------

Lvl 1 Gunboats
------------------
-Ridiculously good vs. subs, far too much so.
-Even numbers of gunboats vs. subs (when there is SONAR cover) will result in a nearly even fight, which is a problem when gunboats cost less than 300 and subs cost 800.
-There's a fix for this, but it means futzing around with SONAR cover, I├óÔé¼Ôäóll get to this later.
-In addition to that fix, the damage vs. subs should be decreased. The rate they can be pumped out vs. subs means that subs will always lose, that is fine, but I think it should be roughly even, a stalemate. What will BREAK the stalemate is the next point.

-Sub Damage vs lvl 1 Gunboats I've determined is fine, it might be nice have the subs have a little larger LOS, to represent and increase the 'drop' they typically will get against a fleet without any SONAR support.

ECM Ship
------------
-has fantastic Radar, Sonar, and some jamming.
-has a fucking chaingun for some reason, which brings us to:

That fucking chaingun that the ECM ship has
----------------------------------------------------
-WTF?
-It sucks.
-Who brings a pistol to a ship fight?

Back to serious mode:

-The chaingun is useless. Seriously and utterly useless, the ROF is high but the damage is so low that it might as well not exist.
-The rest of the ship is not, which brings us to the fact that it is a L2 ship
I think the purpose for the ECM ship should be re-evaluated (switched) as follows:

-Drop the chaingun from the GD ECM ship, and at the following abilities to both:

Name Change:
ECM/RADAR/SONAR SHIP ---> Anti-Air, Anti-Sub, Fleet Jammer, Radar/Sonar Ship.


-Keep radar/Sonar/Everything as it is, maybe increase jamming on the URC ECM ship. It├óÔé¼Ôäós their thang' yo.

-Add in a very small sonar jammer on both as well.

-There is no L2 Anti-Air ship Turret, Add one to URC/GD's new ECM ship, given the proposed changes in L2 Air are implemented.

-Increase the LOS of the unit to a bit further than a command tank, for it to act as a spotter for ship borne artillery.

-Anti-Sub torpedoes with a moderate rate of fire, a lot of subs will still be able to win, but that├óÔé¼Ôäós a poor idea when the ship is completely vulnerable to surface vessels.

Why all this utility? Because it will fill the role of many ships, and unlike vehicles, it├óÔé¼Ôäós not a good idea to have a bunch of ships that only fulfill one role, as they are so large.

THE MOST IMPORTANT THING PEOPLE NEED TO KNOW ABOUT THE NEW SHIP
-----------------------------------------------------------------------------

- THEY NEED TO KNOW ABOUT IT!!!!!
- The loading screen would an IDEAL place for intricate units uses abilities and methods to teach people. More of these NEED to be made, as they are probably one of the primary sources of noob information.
- If their use is NOT known, then NOONE will use them, and THIS is probably the why we see so much public underutilization of E&E's better units.


SONAR Issues (Helicopter, Units)
----------------------------------------

As it stands, I don't believe the Radar/sonar helicopter should have as great a sonar as it does. The range needs to be dropped considerably, probably to slightly above a Gunboats LOS. Maybe slap a better sonar on the torpedo helicopter, but overall, the ECM ship's sonar should be king, (which it is, but the Sonar heli has a rediculous amount of coverage. In regards to sub-hunting, i believe it should hunt for the subs, not automagically know where they all are.

L3 Ships 'WTH?'
-------------------
-They have anti-sub torpedoes.
-Huh? Thats fine, they have a ton of weapons, so I can believe that they could have anti-sub torpedoes
-But their torpedoes are no better than the Gunboats (i believe) So you might want to increase their power to be similiar to the ECMs (more/less powerful up to you)
-But overall, if the ECM changes are implemented, then it'd probably be best to either nix em or leave them as is.

GD L3 Heavy Cruiser
--------------------------

-The damage is nice and high, its fine, might want to increase damage vs lvl 1 ships, but thats tweaking for later probably.
-The ship itself hase a fairly fast turning radius.
Turrets:
--Cannon turrets: These track very slow, and the range seems kinda low, but thats most likely just me.
--Because they track so slow, they can be circled and outmanuevered fairly easily by a mass of level 1s.

-Rear missle Turret:
--Might be nice if it could shoot over the top of it, as it stands, its arc of fire isn't 360 it appears, which is odd for the missle type weapon in E&E.

Because the ship turns very fast, and the ship's turrets turn very low, it is very possible for some to 'micro it to death', microing it and causing the side effect of a shot never being able to be lined up, resulting in extremely poor performence.




L1, L3 Artillery ships
--------------------------

Suggestions
-Increase Artillery range of lvl 1 ship to a bit beyond a lvl 1 arty tank, maybe equal to artillery turrets. (Look up the history of coastal forts vs battleships, it was pretty much always even, or it was in the ships favor horribly)
-Increase Artillery range of Lvl3 to just beyond a Caucaus or Lvl2 Arty.
Epic ONLY Increase accuracy by the common scale.


The artillery fight: Land vs Sea
--------------------------------------
This slightly puts the favor for artillery to always be seaborne. The level 1 ship will be inaccurate until its backed up by a level 2 ECM ship, and
theres a lot of ways to stop them, including level 2 torpedo tanks, torpedo VTOLS/Helis, Hovercraft, Subs, AND Level 3 artillery turrets (largest non nuke range in the game . If it becomes unbalanced in the ships favor, it might be decent idea to up the L3 Arty turret's damage vs ships.




Overall state of EE:
How it plays
------------------
It plays very well right now, with a few indescrepencies and underutilizations of certain units such as level 2 Anti Air that should get a change.

-Suggestions for going forward
Probably the roughest transition will be on Naval warfare when NI is introduced. The big problem here is easily solvable: Allow the Commander to build Shipyards. Otherwise, in comparison to NI, both URC and GD will be behind if NI decides to rush via water.

-fairly balanced at this point, tweaking will never truly be complete. Mixed unit forces hide any particular inadequacies of unit types very well.

-more maps need to be designed to highlight the usefulness of each side, a lot of maps suck at it, adaptating to the map isn't always the answer: case and point, Giant Hills and Valleys. That map really highlights the main differences and *really* allows and encourages the use of stealth & cloak URC units.

-Most of all, i think we need to educate the public via giving them more information via the loading screens. The loading screens are very informative, and lets face it: This Isn't AA, this is different, the economys are different, the balance is no longer the same, the only way to learn is to play, but learning the hard way is very discouraging. Tricking people to read is a very pain free way to educate the masses concerning Specialty unit types.

Flintlock, If your still there, come hang!
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Soulless1
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Post by Soulless1 »

you had me at
Chapparal wrote:LARGE POST
:?

Seriously, *ow* :shock:
j5mello
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Post by j5mello »

I shall do my best to summarize it since i read the whole thing :)
NOTE: these are his opinions, don't freak out for God's sake and mine

Anti-Air & Air units:
-the lvl 1 anti air turrets is too strong, leading to a why build XYZ air unit if it'll be pwned by something 1/3-1/2 its cost scenario. Fix this by makin lvl 1 AAA less viable against lvl 2 and lvl 3 air units forcing u to use lvls 2 and 3

-code bombers to be able to line drop or half moon shape with the half moon shape letting the bomber pull away from its target earlier (with line bombing they fly past their target a fair ways before circling back)NOTE: do not flame him for this he isn't a coder!! That half moon attack would also necessitate the use of Anti air helos/gunships so as to cut off the bombers before they unload their payload.

- A weapon tweak for URC lvl 2 anti air since it seems less effective than GD's

Naval Suggestions:

-overall balance: lvl 1 should screen u larger ships against subs (and aircraft in the case of the AA gunboats), subs should be able to atleast break even against large gunboat swarms, and Sea arty should match or beat land arty by a small amount

-check balance between lvl 1 main attack boats i.e. plasma and laser and if necessary adjust higher tech lvls

- turn ECM ships into jack-of-all-trades with AAA, radar/sonar, anti-sub, and sonar jamming

-Adjust turning rate on GD Heavy Crusier as well as its turret's turn rates
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Min3mat
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Post by Min3mat »

if fidos and guardians can change weapons with the flick of a switch why not bombers? sorry but that seems illogical! (although i dont doubt spring does some silly stuff with aircraft code!!!)
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Fanger
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Post by Fanger »

Minmat.. whatever man.. like make a coherent statement plz....

bombers cannot be set up to bomb in any specfic manner.. sorry.. they either bomb.. or do nothing.. I have not control over how they bomb...


So Ive thought this through and basically this is how its gonna work:

vs 0.161 :

Gunboats will be set up to function as fleet screeners

Subs will become an underwater sniper unit able to see and fire from out of other units "anti sub" ranges

LvL 3 ships will be looked over to make sure they are cost effective, and will not have torpedoes

Water laser will have its range reduced

LvL 2 URC air attack will be switched over to a missile weapon

LvL 2 GD air attack will be switched over to a missile weapon

Effectiveness of the lvl 3 URC air attack aircraft increased in some capacity

LvL 2/3 stealth factory added in for production of stealth units only

LvL 1 stealth/cloaked assault bot added to URC

Decloak radius of stealth units reduced, especially the scout spider

LvL 2 air factory removed from lvl 1 build menu

LvL 3 air factory removed from the lvl 2 build menu

LvL 1 anti air effectiveness reduced slightly for both URC/GD
Chapparal
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Post by Chapparal »

Nice job j5mello! Summurized it spot on.

Again, I'll just restate this just for effect, the ECM Boat's chaingun, while fitting in with the fact that GD's ECM tank also has a chaingun, is utterly worthless against the unit type it is most likely to encounter (namely: ships.) It's not even worthwhile vs L1 Ships or Air, so why not toss in some usefullness with an L2 AAA turret on it?

And likewise, yep, i'm not a coder, what i suggested could pretty much be classified in a 'hey, the world is perfect, things are simple to do, so why not do them?' kinda way.
TDATL
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Post by TDATL »

Hi all. Ive been playing EE offline and forum floating till now. but Im prob gona be online soon.

anywho, I really liked chapparal's idea's and analasis (yes I read it all long posts dont scare me). I was wondering something about the bomber idea.

I fully understand that you have no control over how they bomb. but it occured to me. could you change what they bomb with? Min3mat already mentioned fidos and guardians and in gundam annahilation there is a unit that fire's different weapons based on its "on" or "off" status. would it be posible to have one mode be normal bombing and the other be kinda like the liche on AA. A single missle bomber. In OTA I used to use Liches to take out targets deep in Anti Air cover buy starting the attack and as soon as the missle was released I told the unit to pull away. It sorta threw the missle and ran. I (like chapparal) am not a coder and don't know if this idea is junk either. but it "sounds" possible. for simplicity's sake you could just leave the flight path's alone and have the person pull the plan back once the cargo has been released. This is similar to planes launching cruise missles over a boarder in real life (if they needed to) or the b2 bombers in Independence Day when they launched the nukes at the ship over texas (movie yes but looked like a good way to get away from the target to me). I really hope this helps. EE is one of the coolest and most *cough* balanced (don't like to medle in that) mods I have seen for any engine and I thank you for shareing it with us.
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Zoombie
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Post by Zoombie »

TDATL, I just wanted you to know that playing online and offline are compleatly differenet animals.
j5mello
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Post by j5mello »

thats true but since he related to Chaps post (someone who plays online a fairbit) i don't think we need to hassle him (not saying u are zoombie).

As to your proposal it is possible (if anyone played Gundam they would see that Zeon has a unit that switches from a shotgun to dual rocket launchers). it might be a bitch to code considering it a bomber though since u basically trick them into working in spring atm. it an interesting idea to say the least. However lets wait and see how the next version plays as a i have a feeling the air thing might be partially resolved.
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Zoombie
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Post by Zoombie »

So it sounds like bombers need some baseline code work fixing before they can be modded much.
j5mello
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Post by j5mello »

yes right now u have to play with altitude, speed, and weapon ranges (yes bombers have a weapon range, hence why they have the circles). With the right set of values they will work pretty well. However, modders have no control over bomb drop points, time between bombs (not a reload time), and several others i can't think of atm.
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Zoombie
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Post by Zoombie »

I'd ask the dev's but they sound really really busy with other things.
j5mello
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Post by j5mello »

its been posted several times on the forums but as usual get lost in less important things, like headlights, and all the unecessary stuff in the dev forum.
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Fanger
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Post by Fanger »

Also how would people feel about a lvl 3 rocket tank for GD? non amphibious variety..
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FizWizz
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Post by FizWizz »

+1 for the heavy rocket tank. I've always had a vague feeling that it was 'missing' from the Heavy Factory, if you get what I mean.
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Neddie
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Post by Neddie »

I don't play GD these days, but I think such a unit would be right at home.
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Zoombie
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Post by Zoombie »

I'd love a dumb fire rocket launcher, as long as it fires A LOT OF ROCKETS!

If not it should be a pin point, slower firing one.
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Fanger
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Post by Fanger »

Ok well it seems like everyone is good with those changes.. I have nearly everything set up.. so I will be probably releasing a new version tomorrow.. this will also include a Epic version release to match this which will include the vs 161 changes as well as its own epic specific changes..
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

wait, Epic bugs!
-The URC metal storage (IIRC) wreck was never scaled down.
-The URC radar wreck (IIRC) was never scaled down
-The GD factories only got scaled down vertically! they look really bizarre and take up a lot (relatively speaking, of course) of space.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

the factory squash was intentional but I could alter it if there is enough dissent ...
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