New mod-options

New mod-options

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triton
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New mod-options

Post by triton »

It's hard to modify balanced annihilation without having half people angry, so basically best way to change BA is by letting autohost's owner choose between most popular options.

Ba changed few years ago, when team comends option was made.

I have 3 new mod-option to discuss here :

- Anti combomb option

- Anti fast tech option

- Commander's shield

Atm after some discussions, I think that anti combomb could be made with commanders dealing half damages when exploding in the air.

Anti fast tech option, could works with one or 2 changes, first, if you selfd commanders, all units built by your commander and his lineage would be emped for 45 or 60 secondes (maybe more? :)) and if your units or ally units kill you're commander it would be the same. (or people would tech by killing own com with ally units)

Commander's shield would make commanders protected by commander's dgun and explosions, com explosions would deal 50% hp damages max, when its really close. Dgun would do nothing but killing the commander who dgunned the other com.

So what's you're opinion?
Last edited by triton on 11 May 2010, 00:44, edited 2 times in total.
SirMaverick
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Joined: 19 May 2009, 21:10

Re: New mod-options

Post by SirMaverick »

triton wrote:It's hard to modify balanced annihilation without having half people angry
Same for adding too many mod options.
Anti fast tech option, could works with one or 2 changes, first, if you selfd commanders, all units built by your commander and his lineage would be emped for 45 or 60 secondes (maybe more? :))
Any distinction between self-d for m and self-d because a group of 60 stumpy make such a nice target?
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very_bad_soldier
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Re: New mod-options

Post by very_bad_soldier »

triton wrote: Atm after some discussions, I think that anti combomb could be made with commanders dealing half damages when exploding in the air.
I would pay money for this.
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PtaQ
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Re: New mod-options

Post by PtaQ »

Triton wrote:Commander's shield would make commanders protected by commander's dgun and explosions, com explosions would deal 50% hp damages max, when its really close. Dgun would do nothing but killing the commander who dgunned the other com.
I dissagree. Com is usualy the little thing that disallows u to comwalk into enemy's base and dgun it, cuz u dont want to lose ur com.

We talk here about BA principles so we need rly good ideas.
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triton
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Re: New mod-options

Post by triton »

PtaQ wrote:
Triton wrote:Commander's shield would make commanders protected by commander's dgun and explosions, com explosions would deal 50% hp damages max, when its really close. Dgun would do nothing but killing the commander who dgunned the other com.
I dissagree. Com is usualy the little thing that disallows u to comwalk into enemy's base and dgun it, cuz u dont want to lose ur com.

We talk here about BA principles so we need rly good ideas.

Good point :) but so you only disagree on that? : Dgun would do nothing but killing the commander who dgunned the other com.
HectorMeyer
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Joined: 13 Jan 2009, 11:20

Re: New mod-options

Post by HectorMeyer »

I think the idea of a few easily accessible checkboxes with clearly defined mod options are feasible and wouldn't hurt anyone. I think they are a good way to shake things up a bit.

It would be really interesting too see how 8v8 DSD plays out with no fast tech / commbomb options:

Some options I'd like to see (keep it simple):
- no comm wreck
- no comm in t1 transport
- more comm health


I think these options are pretty straightforward and wouldn't open too much cans of worms (I agree with ptaq on the commshield for example, I thought of many similar things but none were really flawless). The only problem I see would be that no commwreck might lead to increased commbombing / suicidal commpushing (not even sure about that, because the commwreck often goes to the commbombing player), it would go pretty well with no comm in T1 transport to prevent this.

It's also worth noting that the commander produces resources worth one metal spot (1000 metal in 10 minutes), more resource production would be another incentive against thow-away-commanders.

personal note: it's not that i really despise commbombing or crazy atlas comm moves, but i really hate the commwreck.

edit: to add to your commshield-style ideas, some things that could work imo are some startposition related ideas, like disallowing comms to enter a area within a certain radius around the enemy commanders starting position.
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Pxtl
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Re: New mod-options

Post by Pxtl »

Honestly, for BA/DSD, I'd just go with the CA approach - the comm starts out with no D-Gun or Boomdeath and a low metal value, and can be morphed into its normal BA form if you're willing to pay. Thus, the D-gun commbomb is available in the late-game, but not in the early game. In the early game, it's just a beefy mobile LLT and nanolathe.

This isn't CA fanboism, I just think it would work well. The old "hovercomm" option was similarly good - although a hyper-beefy nanolathe was OP.
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JohannesH
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Re: New mod-options

Post by JohannesH »

I dont think there ever needs to be "anti-fasttech" option since really self-ding comm only is a good strat when working in a team with retards against a team of retards... So I dont really care at all, but theres useful places to selfd comm as well. On another comms face, or at an army. And imo EMP makes no sense, if you want to do that might as well just disable selfd from comm :D
If you want to fast tech off of com metal combomb somebody and suck 2 wrecks, you can do everything faster pretty much


If theres an option to change comm it should be just 1 change and address all these things people bitch about. And make it noticiable in-game too, like name the comm differently altogether ("Sterile Commander", instead of plain usual Commander). Even different model maybe.
Then simple adjustment that anybody can understand totally when explained once. Like remove explosion, wreck and ability to be transported. Or remove explosion, wreck and dgun.

But having all these different options clutters up the game too much, and you must easily and clearly see what game you are playing always.
pintle
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Re: New mod-options

Post by pintle »

If ba didn't have com wreck, I would not point and laugh at it quite so often.
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albator
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Re: New mod-options

Post by albator »

triton wrote:
- Anti combomb option

Atm after some discussions, I think that anti combomb could be made with commanders dealing half damages when exploding in the air.

So what's you're opinion?
1 -> I will still combomb massive gathering of unit
2 -> no AA, u can still drop and ctrl+D
3 -> medium AA , u can still drop with more air
4 -> heavy AA, u ask t2 trans to land (require +11') (you need to use the other option to prevent teck if u want to remov that)
5 -> since combom is useless, i will jsut make my com blow out to teck (you need to use the other option to prevent teck if u want to remov that)
6 -> everyone will compush, welcome to xta2 (ok, this is not relevant)
7-> I will still combom if the com is badly damage
8-> i will combom with two com cause it so op and it will still work (it will give a really good advantage to team on mumble/teamspeak, thanks for them)

However, it is better than; no comwreck, cause in that case you dont care to reclaim when u combom so u combom unitl u got one last com left

Lineage is good solution, but some player will still sacrifice cause it is so op (I know some who do)


To conclude, combom will only disapear if u make the com disapear of if u remove the blast or make it reduced a lot: This wont be BA.
You maybe did not noticed but what is making BA so good imo, is that the game can last a long time and rebalance itself cause of that. You are indeed loosing a lot of units when your com explode which basically rebalances the game a bit (you lost your com but other team lose units by Dgun and explosion)

I think the reason you are so annoy with that triton is that if a whole team know that this is an op move and the other dont, then you loose the game. Some poeple just dont know stop compushing. I saw some really good team (I wont say the name) get totally own by another one which was supposed to suck balls (I wont say the name either) just because they were able to use combomb and other team did not made AA, or barely.
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albator
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Re: New mod-options

Post by albator »

triton wrote: - Anti fast tech option
T2 does not own, the only problem is the balance with air cause the only way to effectively stop T2 air is T2 air...

No one will use that imo
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albator
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Re: New mod-options

Post by albator »

triton wrote:
- Commander's shield



Commander's shield would make commanders protected by commander's dgun and explosions, com explosions would deal 50% hp damages max, when its really close. Dgun would do nothing but killing the commander who dgunned the other com.

So what's you're opinion?

Definitly against, This commander is too op. I can already say than a coop will fast upgrade his com to drop in ennemy base and Dgun ennemy bases without be annoyed by combomb of Dgun by other com's team. You want to add an option worst that the problem you wanna solve by removing tecking ...
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PtaQ
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Re: New mod-options

Post by PtaQ »

I believe that comfly should be avalible only on t2 transporters, but it still has some disadvantages i.e. it disallows u to do some smart tactics like commander pushing front on t1 trans.
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