The reason we should stick with one pure TA mod exclusively
Posted: 14 May 2005, 23:55
While mods are definite awsome, several mods using the same units is a serious no-no. I think, once we pick a mod for balancing OTA, we need to leave it there, and ditch every other such mod. Here's why;
Imagine you have never played OTA or Spring before, or you have played OTA just a bit. So you play our default mod, work out the balance, strategies etc. Then there is a game hosting with the mod Uberhack for example. You play it, notice it has the same units, and assume it is the same.
You play assuming it is the same, and then wonder why your goliath was crushed by a sea of level 1 units. The point I am making, is that if this happened to me, i'd just be like "okay, this game sucks" and never play it again.
We NEED a default TA mod.
We also need to have as many other TA mods, which are the original mods units plus a large amount of other units, and balanced to fit with the default mod.
Now, there is something important to remember here; we don't balance the original mod's units - they have to stay exactly the same. Rather, we conform the added units. That way the game isn't wrecked when we go from one to another.
The original mod, apart from some minor balancing to make it fit with Spring during these early stages of development, cannot change. Likewise, the shared units by the 2nd mod cannot change, however the new units will change from version to version.
So we can still design units for addition into the TA heirarchy, but THEY have to conform.
This means that if, for example, we use UberHack as the default mod, then AA is easy to implement, but another TA mod will have to be completely rebalanced. This cannot be avoided, and must be tolerated.
If you want to make a mod that doesn't fit with the balance of the original unit mod we choose, then suffer, make a TC (which we need a few of at least, might I add)
I personally really like XTA. I also like UberHack. Haven't tried the rest, but just between those two, we have tough competition. If we choose UberHack, then AA fits nicely as a mod containing nothing but additional units.
On the other hand, XTA has more strategy (people will flame me here, but its true. I have only been playing XTA for the last week or two, but despite how much I hated it at first, it has grudgingly gained my respect)
All this will be hard to take in, that most TA mods are going to have to be discarded.
But, if you imagine we have that cool mod sharing feature that they will hopefully implement soon, like Warcraft III, then the mods are going to get out of hand. Its a fact, not an opinion.
But there is light at the end of the tunnel. Imagine a game where you can choose to play a variety of TA's, WWII games, or other sweet TC mods, like fantasy or mech ones.
If you choose to play a TA mod, there about 225 base units that are fixed, and you can pick one of several mods which takes that figure up to about 500. That would be fun, because you can use your prior knowledge of TASpring, and also enjoy a while host of new units you have never used before.
These mods could include more tech levels, more units, more types of units, whatever, as long as they leave the original unts intact.
I personally think XTA should be the default, although it needs a few tweaks, like getting rid of that stupid mobile fusion, whose idea was that? I get its strategic purpose, but it should be a nuclear fission power plant built by the construction vehicle or kbot or whatever.
Anyway, my point is we need one basic TA, and if you want to change any of these basic units in your mod of TA, you have to make a TC and a whole new game. It only makes sense.
Imagine you have never played OTA or Spring before, or you have played OTA just a bit. So you play our default mod, work out the balance, strategies etc. Then there is a game hosting with the mod Uberhack for example. You play it, notice it has the same units, and assume it is the same.
You play assuming it is the same, and then wonder why your goliath was crushed by a sea of level 1 units. The point I am making, is that if this happened to me, i'd just be like "okay, this game sucks" and never play it again.
We NEED a default TA mod.
We also need to have as many other TA mods, which are the original mods units plus a large amount of other units, and balanced to fit with the default mod.
Now, there is something important to remember here; we don't balance the original mod's units - they have to stay exactly the same. Rather, we conform the added units. That way the game isn't wrecked when we go from one to another.
The original mod, apart from some minor balancing to make it fit with Spring during these early stages of development, cannot change. Likewise, the shared units by the 2nd mod cannot change, however the new units will change from version to version.
So we can still design units for addition into the TA heirarchy, but THEY have to conform.
This means that if, for example, we use UberHack as the default mod, then AA is easy to implement, but another TA mod will have to be completely rebalanced. This cannot be avoided, and must be tolerated.
If you want to make a mod that doesn't fit with the balance of the original unit mod we choose, then suffer, make a TC (which we need a few of at least, might I add)
I personally really like XTA. I also like UberHack. Haven't tried the rest, but just between those two, we have tough competition. If we choose UberHack, then AA fits nicely as a mod containing nothing but additional units.
On the other hand, XTA has more strategy (people will flame me here, but its true. I have only been playing XTA for the last week or two, but despite how much I hated it at first, it has grudgingly gained my respect)
All this will be hard to take in, that most TA mods are going to have to be discarded.
But, if you imagine we have that cool mod sharing feature that they will hopefully implement soon, like Warcraft III, then the mods are going to get out of hand. Its a fact, not an opinion.
But there is light at the end of the tunnel. Imagine a game where you can choose to play a variety of TA's, WWII games, or other sweet TC mods, like fantasy or mech ones.
If you choose to play a TA mod, there about 225 base units that are fixed, and you can pick one of several mods which takes that figure up to about 500. That would be fun, because you can use your prior knowledge of TASpring, and also enjoy a while host of new units you have never used before.
These mods could include more tech levels, more units, more types of units, whatever, as long as they leave the original unts intact.
I personally think XTA should be the default, although it needs a few tweaks, like getting rid of that stupid mobile fusion, whose idea was that? I get its strategic purpose, but it should be a nuclear fission power plant built by the construction vehicle or kbot or whatever.
Anyway, my point is we need one basic TA, and if you want to change any of these basic units in your mod of TA, you have to make a TC and a whole new game. It only makes sense.