IMO,when a host sets a bonus for a player it should not effect a player's economy,only stats like HP,DPS etc...
The reason is that New players dont know what to do with a lot of resources and this also prevents them from getting used to the economy.
They excess resources in 1v1 or they share them to the good players in team games,which defeats the purpose.
Unit stats bonuses would serve better to help a newbie when playing in a team with better players.
Bonuses
Moderator: Moderators
Re: Bonuses
easily better as a mod option than engine, especially because mods will have different concepts of bonuses - different things will be more or less effective in different mods
Re: Bonuses
aegis wrote:easily better as a mod option than engine, especially because mods will have different concepts of bonuses - different things will be more or less effective in different mods
- Is there any way to disable the hard coded handicap effects?
- Is there any way to read what the handicap level is?
- Is there any lobby that support team custom mod options?
I can use custom handicap & bonuses in the singler player part of Kernel Panic only because I built my own singler player launchers. (And because the engine does support team custom (mod)options.)
But Gota's S.A. being multi-only, it'll need either lobby support of custom team option, or engine support of changing the effect of the handicap.
Though, there's also the solution of selecting the handicaps/bonus ingame. I already do that in KP to some extent with the /sos and /ons commands. I suppose instead of commands, one could code a nice GUI.
But anyway, all that is moot since newb will be to newb to figure out they can activate bonuses.