Rethinking unit limit

Rethinking unit limit

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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Rethinking unit limit

Post by el_matarife »

Right now, unit limit is handled on a per player basis, correct? It really should be a per team basis, so a team with players who crashed or quit or with cooperative players isn't penalized. Can this be handled in Lua? I'm not sure if the team's unit limit should be split up evenly among all players or if it should just be a shared pool.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Rethinking unit limit

Post by TheFatController »

Someone correct me if i'm wrong but this is an engine change I believe
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Rethinking unit limit

Post by Beherith »

IIRC since .79 upped max unit cap, this is a moot point.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Rethinking unit limit

Post by el_matarife »

Beherith wrote:IIRC since .79 upped max unit cap, this is a moot point.
Yes, but it is better to keep total units in game under 2000 for performance reasons, or even less. I'm not sure if this is an engine change or if it could be implemented in a Lua gadget.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Rethinking unit limit

Post by lurker »

It is per team. (Hint, /take puts the units on your team.)

The engine could shift the id-space if it wanted to.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Rethinking unit limit

Post by el_matarife »

lurker wrote:It is per team. (Hint, /take puts the units on your team.)
Okay so if I have an FFA game with 4 teams of two players each, and I set the unit limit to 1000 in the lobby client I should expect a maximum of 4000 units in game not 8000?

If I have a team game with 3 players on one team and 2 players on the other team, both teams should have the same 1000 unit limit just split up differently?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Rethinking unit limit

Post by lurker »

Player is a human.
Team is that thing with a commander.
Allyteam is the thing with a bunch of teams.

So unit limits are not per player, and they are also not per what you were calling teams.

Commanders that BA spawns midgame don't count, obviously.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Rethinking unit limit

Post by el_matarife »

Okay so if unit limit is based on "Teams" aka commanders Spring spawns:

1. Coop players are at a disadvantage since they share a single "Teams" unit limit
2. "AllyTeams" aka groups of "Teams" playing together are at a disadvantage if they play 8v9 or something like that
3. Unit limit isn't given to someone who takes over for a dropped "team" so they're at a disadvantage

I personally think unit limit should work on "Allyteams", but I'd be fine with this being a mod option. This would eliminate all the issues around unit limit from dropped players, coop teams, and teams of uneven size. The unit limit could be split evenly between all the "teams" or pooled between all of them.

If that doesn't work, at a minimum coop teams should get the unit limit they would get if playing individually and unit limit should be given to a player who takes over for a "dead" team.
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