Com (unit) napping

Com (unit) napping

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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Com (unit) napping

Post by FaerieWithBoots »

I know this has been discussed many times before, but since things still arent clear or fixed, i think we need to discuss it once again.

In my opinion ALL ┬┤kidnapping┬┤ of units should be forbidden. Preferably enforced within the mod (you just cant, period)

If, for any unclear reason, we decide to keep it in the game then i have some other sugestion.
The owner of the kidnapped unit should have full controll over his napped units. They can shoot, capture, reclaim, selfd from within the transport.
Hover transport should not be able to load moving units.

Just say you agree so we can get this over with and get rid of this exploit.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Com (unit) napping

Post by Jools »

I think all napping isn't wrong, and e.g. comnapping with atlas has been a viable strategy many a year. It's so easy to defend against, just build aa (and don't send com to wander without aa).

However, I think it's a good idea to give the transported unit full control. It has been this way before though, so there is probably a good reason for the change. One I can think of is the atlas bomb, which would be very op.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Com (unit) napping

Post by 1v0ry_k1ng »

no, transported unit with full control would lead to no end of exploits

the only issue here is napping with the hover transport, and that unit has always been a total exploit anyway (using groups of them to defend bases from slow moving t2 through mass napping..) and really should be given the 'no enemy capping' tag or just removed.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Com (unit) napping

Post by Neddie »

I would just remove them, personally.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Com (unit) napping

Post by AF »

Let the commander build missile towers
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Com (unit) napping

Post by BrainDamage »

AF wrote:Let the commander build missile towers
air napping is almost never seen, hover napping is a much worse issue, you have less than 1 second to react to dgun the transport
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

Brain Damage wrote:
AF wrote:Let the commander build missile towers
air napping is almost never seen, hover napping is a much worse issue, you have less than 1 second to react to dgun the transport
make it a feature and the game goes to bullet time when transport sets order to nap enemy comm
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Com (unit) napping

Post by Gota »

If someone really wanted they could probably make a widget to automate the process of unloading the com dguning the enemy com and than loading yours back to avoid the explosion range.
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TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Com (unit) napping

Post by TheMightyOne »

hovers not been able to nap moving enemy units would be enough tbh. i mean, if your the enemy managed to paralize you with spiders and the other closest unit is a hover trans why shouldnt he be able to nap you? thats totally fine coz you failed. atm its just ridiciusly hard not to fail vs hover nap. air nap is totally fine, you just walk away from it and com's laser kills the air trans withing 3-4 shots.
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Com (unit) napping

Post by FaerieWithBoots »

no, you shouldnt be able to touch your opponents units, period.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Com (unit) napping

Post by Gota »

well why not?
just make the arm of the transport slower.
plus commanders have gigantic los...if u cant see it coming..come on..
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Com (unit) napping

Post by smoth »

mod

options

are

easy

to

add
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Com (unit) napping

Post by JohannesH »

smoth wrote:mod

options

are

easy

to

add
So? Modoptions are for joke games only.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Com (unit) napping

Post by smoth »

how so?
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Com (unit) napping

Post by Neddie »

Johannes, please, just don't do that.

I think this...
FaerieWithBoots wrote:no, you shouldnt be able to touch your opponents units, period.
Is utterly laughable.

You're touching them all the time, with lasers and plasma and rockets! I think transportation/kidnapping is just another form of attack, and a far more interesting one. I would not bother to play *A if there weren't the varied methods of influencing units beyond raw damage, like napping, EMP, impulse...

I agree that when it becomes a matter of balance, the balance needs to change.
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Com (unit) napping

Post by FaerieWithBoots »

Being able to kidnap units is one thing, loosing control over the napped unit is a second. I want to selfd napped units. It is more then fair. Transports weren't intended for transporting opponents units.

It is not that i get comnapped allt the time or something, it is just an exploit to me which shouldn't be there. Maybe add an exception to paralysed units.
'Touching' might be he wrong word here XD. But being shot at with plasma cannons is far more enjoyable then idling in the belly of a transport.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Com (unit) napping

Post by Regret »

How on earth did you manage to get napped in XTA where transports are made of paper and move like snails? :regret:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Com (unit) napping

Post by smoth »

FaerieWithBoots wrote: it is just an exploit to me which shouldn't be there. Maybe add an exception to paralysed units.
First, it isn't an exploit it is something that most of the *A devs want. They can make it so it cannot be done, it is a tag, really easy to add. they do not use the tag because it is a feature not a bug. Com napping has been around since the ota days and has become a part of the core *A gameplay. You should have done a forum search first, this has been discussed before and it is NOT going away. I suggested a mod option be added, that is the best thing you are going get. Most hosts will not turn it on even if it is added because com napping is not that big a deal.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

lol

have you guys like, seen the xta hover transport?

it goes zoooooom past your army, you try d gun it, you end up d gunning yourself...
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TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Com (unit) napping

Post by TheMightyOne »

babbles wrote:lol

have you guys like, seen the xta hover transport?

it goes zoooooom past your army, you try d gun it, you end up d gunning yourself...
this.
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