Absolute Annihilation 1.5
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- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
hmm, a submersible transporter does sound like a good idea. although, i rarely see transports on front lines. i always thought of them as getting reinforcements in quick or just have reincforcements sitting a little bit away from the attack and being able to unload an army just incase. why not a lightly armed transport that can hold less units then a regular one. that way, you can get to where you want to and still have a chance to defend yourself a little bit and get some units deployed.
I don't see why not, all you need is to allow the arm to nab and replace units from land while starting in the water. The biggest issue is having the graphical elements above and below the water.Min3mat wrote:that would be awesome, can spring do that?
Failing that, we could make an amphibious transport that has to be on land to load and unload.
just had this problem some time ago with the 1.48 version.Can anyone post a demo of the carrier not working? Or at least describe what's going on when they're not working? I haven't had any problem with it.
Sea gunship (core) lands on the carrier and folds its wings.
It didnt get repaired and when given order it just flapped his wings like a butterfly.
But then again, Iam not sure if the Carriers require energie to repair planes?
Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?
Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
You sure you didn't remove that?Caydr wrote:Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?
Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
I tend to avoid vehicles on naval maps because so few naval maps have slopes that can be negotiated by AA's amphibs.Caydr wrote:Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?
Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
edit: shoudln't it be added to the amphib complex?
I just realized I haven't played Core since AA 1.44...
The ship ones could do with better maneuvering or a lower build-time, but I wouldn't mess with armour, speed or hp. That will keep them viable late into the game, which is the only time you can spare land troops for sea transport anyway!
After additional review, I'd have to say the air ones are pretty good as is. Same with Hover, in my opinion.
Anyway, I'm going to hold on to all of my ideas for AA until I have enough to spring a dozen or so good ones on you Caydr. So, maybe a week or so.
The ship ones could do with better maneuvering or a lower build-time, but I wouldn't mess with armour, speed or hp. That will keep them viable late into the game, which is the only time you can spare land troops for sea transport anyway!
After additional review, I'd have to say the air ones are pretty good as is. Same with Hover, in my opinion.
Anyway, I'm going to hold on to all of my ideas for AA until I have enough to spring a dozen or so good ones on you Caydr. So, maybe a week or so.
Just a thought on the Action mutator - having a flat 25 metal econ will reduce incentive to expand. If playing against a determined porcer you no longer have the advantage of a superior economy.
How about still allowing mexes, solars and windmills but no other resource. That way you have incentive to expand. But with cheap mexes and no energy conversion there won't be any need for anyone to try and spend lots of time building a huge economy. Instead it will be aggresively expand and get into the action quickly.
How about still allowing mexes, solars and windmills but no other resource. That way you have incentive to expand. But with cheap mexes and no energy conversion there won't be any need for anyone to try and spend lots of time building a huge economy. Instead it will be aggresively expand and get into the action quickly.
That's possible, I guess. Though I'd rather do something different, like maybe eliminate the majority of the buildings with weapons, making porcing impossible/pointless rather than just making it less viable.
If I DID do that, which of the following should remain ingame: nukes, emps, tacnukes, berthas, vulcans? Should all of them stay? I guess they're one of the main reasons to build L2 cons, if there's no resource advantage anymore.
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Oh, here's some more stuff to run by you all. Feedback greatly appreciated:
With the goliath changes, this makes it so that it's only about 30% more expensive than a reaper/bulldog, while having much greater firepower. However it has the strong disadvantage of being less maneuverable/effective vs fast units.
If I DID do that, which of the following should remain ingame: nukes, emps, tacnukes, berthas, vulcans? Should all of them stay? I guess they're one of the main reasons to build L2 cons, if there's no resource advantage anymore.
Rayden wrote:It was 60% range reduction and halfed firerate ... in this case you modified that now Cadyr?krogothe wrote:i could swear it was a 60+% damage reduction beforeCaydr wrote:Cruise missile ships fire more slowly now, and I think everyone can agree that it was too fast before, yes?![]()
I like it
that's from 1.5, no changes in the new version.Cruise missile ship firing rates halved, damage reduced by 1/4
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Oh, here's some more stuff to run by you all. Feedback greatly appreciated:
Code: Select all
Goliath movement speed reduced 0.08 (1.38->1.3), metal cost reduced 200
(1207->1007)
General slope tolerance relaxed, especially for amphibious tanks
Kbots and vehicles (non-amphibious) now both have the same maximum
water depth (20)
Intruder added to Core Amphibious Complex