XTA + OTA - bad stuff = balance and fun?

XTA + OTA - bad stuff = balance and fun?

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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Kixxe
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Joined: 14 May 2005, 10:02

XTA + OTA - bad stuff = balance and fun?

Post by Kixxe »

Many here have heard of the XTA vs OTA war thats going on, since many like XTA, and many like OTA.

Now both sides must agree that they both have problems, and both have better balance in some areas better then the other.

I Myself think that Xta lvl 2 units are a litte over powerd, plus i dont like the wesels role as an attack veichle, when it's a scout.

And yes, im an xta player. I would like to hear every ones oppnion on the both mods, but only the PROBLEMS! And do PROMBLES for Both mods, or dont do it AT ALL!b]

This to avoid bashing and couting pros and cons from both sides.

Therefore, i wont mention anything bad about OTA.

So, honest XTA and OTA players, step upp and call forward the problems and how to solve these problems.

Maybe Good game TA aint so long from

And maybe, this could result in a third party that (as the treadh suggests) mixes the good from both mods and removes the bad. Then we wouldt have a XTA/OTA split anymore^^ And everyone would be happy, and noone would complain! (except on spelling-.-*)
Last edited by Kixxe on 02 Jul 2005, 20:15, edited 1 time in total.
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Min3mat
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Post by Min3mat »

OK i'll be nice *struggles with concept* OK...
Moho's are VERY expensive to run in xta, i prefer OTA way of MohoMM costing lotsa energy, instead of Moho's costing way loads of energy.
How to Fix: Make it LIKE OTA (Mohos not cost much to run, MohoMM do) BUT make moho's make say 50% more metal (exploiting natural resources FAR easier than synthesising your own metal)
OTA stumpies should have say 20% or so extra life (not usually worth their cost i think that they should beat a flash in a 1v1 but flashes do more damage whereas stumpies have more life)
OTA/XTA necros/FARKs shouldn't be able to build stuff. in xta a NEW lvl3 builder (aka same build speed as FARK/Necro) BUT different looking possible build by a new structure. FARKs and necors should NOT be able to build/help build. just make it so FARKs repair ONLY and Necros resurrect ONLY. also minelayers shouldn't be able to build stuff (except mines!!!)
XTA buildtree: allow all lvl1 builders to build all lvl2 plants BUT don't allow comm to build lvl2 plants. This SHOULD discourage porcing...me hopes
XTA metal extractors should yield 50% extra metal to encourage expansion
XTA introduce a new power plant so that their are 4 tiers of plants light<bananna(i can't think of a name)<cloakable (gives same as normal fusion but costs more as it can cloak)<Fusion. i do like the 3 tier system btw (probs the only thing about xta i like)
Tune xta weasels down MASSIVELY
Make xta lvl1 units WORTH BUYING!!! to encourage raiding etc. but shorten the gap between lvl1 and 2
Tune down xta Goliaths and make em cost less
Make xta LRPCs worth buying (OTA ones too???)
Make xta lvl1 gunship faster weaker and cheaper
I think that these would make xta actually playable on some level! thats all the imporvements i can think of at the moment may add some later
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Yea, i meant that since you play OTA, you should addres OTA porblems. But since you mentioned problem for both sides, i guess it's okay. Think ill edit my main post.
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Min3mat
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Post by Min3mat »

hey kixxe want a best of two tourney some time? 1 game of OTA and one of XTA me vs you? wadda think?
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

(World - Hunger + Peace) * Common Sense = wtf?

MUHAHAHA

Couldn't resist ¬_¬

-Buggi
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Min3mat
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Post by Min3mat »

and you say Masse can't post intelligent comments...this is a thread about improving xta/ota/whatever NOT a spam thread!!! :evil:
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Personally I don't like XTA's way of dealing with ballance.
OTA's ballance is a little bit off too, Medium tanks are way too weak, I prefer to have them in the Main Battle Tank role while the Heavy tanks provide more of a heavy combat role, the Medium tanks will fire just as far as heavy tanks, will do a little less damage and will not have the refire rate of the heavy tanks, the heavy tanks will do more damage and fire faster.

Artillery should be jacked up by a large factor while firing rate should be decreased some what.

SAM units should be much more limited in their ability to combat ground forces, maybe they should fire a special ground missile at ground units and a special SAM missile at air units?
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Well, since no one else then min3mat has posted anything for the last 4 hours, im just gonna point out some issues myself aint i? :roll:
( must have posted at the same time, ground zero, dint se your post :oops: ´)

XTA Goliaths and krogoths are overpowerd, while in ota krogoths are pretty useless, since when done have to face a dubble sized army then you would normaly do when playing XTA. I also belive that In OTA, lvl 2 units arent that usefull as lvl 1, correct?

solution: Make lvl 2 units lvl 2, making them better then lvl 1, but dont do the gap to big, lvl 1 units mixed whit lvl 2 should be able to do damage, and acully serving a role trueout the game.

The Veasel. In XTA, they made into a attack wiechle. In ota, it's as cheap as a flash, so you can instead have a flash scout.

Solution: Make the veasel cheaper then the flash, almost half the cost. Give it a pretty long build time on the other hand, but not as long as the flash. It should have hig defence but low attack, meaning it takes a pretty long while for lone one to kill a MEX.

poriching. In ota, it seams hard to porc, but in xta it's pretty esay.

Solution: i want to remove porching as a esay thing to pull off. There for, the avarge defence tower make MUCH more damgage then an attack force, but costs a much more. This will encouage the player to get out there for resources, but if they have ehoung, they can build a base thats imposibole to get into!

Moho metal maker and extraktor. In XTA, Moho metal extraktors cost 300 energy but extarks alot. Moho metal makers are ofen a commen used thing for porchers.

Solution: Why not just make Mohos cheaper? A moho still drains 300 energy, but extrakts alot of metal. But they a ''pretty'' cheap to set up, but die esay. Moho metal makers should be pretty expensive, but have a litte more hp then they do now.



And buggi, i expeckted you off all pepole NOT to spam on this treadh. Okay to spam, just state your opinion whit the spam, or somewhere inside, or outside the spam. Since i alredy stated my opinion, i can spam all i want

SPAM SPAM SPAM SPAM SPAM SPAMs monkey gorrila water bottel paper, ugly baybale that lamp found in drawer of the mulasn sister in laws dotther! = monkeys + apes - primates= WTF ARE YOU THIK YOU are DOgING YOU DOG poo lol

^^
Last edited by Kixxe on 03 Jul 2005, 12:00, edited 1 time in total.
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Neuralize
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Post by Neuralize »

You can always create your own rebalance mod. :)

Cuz, OTA and XTA are not going to change. They're pretty much constants at this point.
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Min3mat
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Post by Min3mat »

well i like OTA as it is. your balance ideas are CRAZY! for the weasel neway
in OTA a say 20% increase in all lvl2 units stats
also a 10-20% increase in stumpies life and a 5-10% increase in its firepower possibly a 10-20% increase in its range. i want stumpies to be used for somthing other than simply firing other flashes ¬.¬
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

You can always create your own rebalance mod. :)

Cuz, OTA and XTA are not going to change. They're pretty much constants at this point.

Acully, that was planning to do. I mean, to balance the it i just have to download the source and change the numbears for the units. and i was hopeing someone would be intrested, since 30% of what i hear on this forum is about how OTA/XTA suxxor. It's funny, many pepole seams to think that the other mod has some weird balance factor, but refuse to admit that there is something wrong whit THEIR mod. And absolutly refuse to do anything about...

I hope im wrong. So plese, could anyone point me to the errors of the 2 mods? If you aint gonna code, can you at least give me ideas WHAT to fix? Thank you.
well i like OTA as it is. your balance ideas are CRAZY! for the weasel neway
What im suggesting is to make the weasel cheap, so you dont buy a flash insead. And to remove the factor for it as an attack veichle, i would lower the wepon damage greatly. It would still be able to kill stuff in groups, but mostly used as a scout. The long build time idea so that you dont try to mass whit them since they are cheap. Could work?


(this is gonna be my new project after my guide is done... it's at 85% right about now-.-*)
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

Next spring version will include some changes to xta. Current changes are

Goliath/Krogoth 20% more expensive
Goliath less accurate
All units (except mines etc) +50% los
Gunships -10%hp
Fighters +30 damage against air, +20% against land
Necro/Fark can resurect
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Neuralize
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Post by Neuralize »

Man, when SJ posts, it's like... Jesus is posting.

Amen brother, Amen!

I hope you're going to fix that little bug where the Krogoth can be airlifted. Although, that exploit is by far my favourite.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

My work here is done...

*brushes hands*

Hmm, maybe i should make that castle map after this guide...
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

for ppl that want to change this and that from this or the other mod...

watch this sites for balance talk.
i can bet there is full of usefull interesting stuff to read and learn.

i will post some links i have...

http://www.rakrent.com/rtsc/rtsc_totala.htm (nice overview here).
http://www.planetannihilation.com/taucp/main.htm
http://thepack.tauniverse.com/ (wow look at those maps..)
http://tabd.proboards34.com/
http://www.planetannihilation.com/aicentral/
http://switeck.tauniverse.com/
http://www.tadesigners.com/

links
http://www.planetannihilation.com/taucp/links.htm
http://www.rakrent.com/rtsc/rtsc_totala.htm (no spring link here!)
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Lots of maps in "the pack", but sooooo many suck crap.
shnorb
Posts: 147
Joined: 04 Jun 2005, 07:25

Post by shnorb »

is xta still at v0.95...? thats the last version i remember it being... :S

EDIT: i think that spring should have both xta and ota installed. i think ota is just as important as xta (even though i dont play it half as much) and should come with it, so it is easy to change between them without hassle.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Not a bad idea shnorb... Im getting tired of getting my ass kicked xta, i want to try something new....

(but still be able to play XTA, cuz it rulez)
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

erm is moving ONE FILE too much for you??? i just restore it from my recyley bin after watching xta replays!!!
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

erm is moving ONE FILE too much for you???
Yes.


I like simple, i like esay. Im not lazy.

Its esaier for the newbies to, since they need esay to.

(plus everytime i have to move a file to get a program to work it feels like hitting the tv with a shoe to veiw mtv...)
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