xta comm bomb suggestion

xta comm bomb suggestion

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.

Moderator: Moderators

Post Reply
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

xta comm bomb suggestion

Post by Dead.Rabit »

this is a repost as i posted it in the wrong place =p.


my original post
just shifting through it seems comm bombing is a much dispised thing as a reply to this i think that the commander should leave behind a corpse this would also be an advantage as if you are rushed in early game when you get farks up and running you can get your comm back.
but if someone wants to comm bomb its like giving your opponent 2 commanders to play with..=]
FizWizz
Comms leave a corpse in AA already. Is this a suggestion for XTA?
molloy
The solution that everybody adopted in relation to this in the TA community was to only play Commander Death = Ends rules. Anybody who played Continues was dismissed as a noobie.

You could take out Commander Continues as a multiplayer option (and leave it in for singleplayer/skirmish).

The only issue with Commander Death = Ends is in 2vs2's and 3vs3's one of the players can give all his units to his ally, stick his commander in an atlus, and bomb one of the opponents commanders.

I'm not sure how you can get around that one. Some bad sports will always try those kind of things I suppose.

Generally in TA tournaments the rule is your Commander isn't allowed in the enemies start position for the first 10 minutes. The player who d-guns the other persons Commander loses. And whoever blows up first is the loser, even if they take out the oppoenents commander. Otherwise, anything goes.

Dead.Rabit

oh yeh sorry should probaly repost this in the mod section

in spring xta at least though ive been playing for about a year and had maybe 3 at most comm= death.. as in ealry game its easy to rush with planes and lvl 1 gunships.

this is just my alternative solution. and i personally i dont see a flaw in it.. well thats mainly because its my idea (others have probably thaught it up long before i did though for AA) any criticisms welcome =]
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Decimator wrote:I like the way comm ends works, if you commbomb the other player's comm, it's a draw, if you commbomb their base, you lose. The added possibility of a draw even when you've lost everything is also encouraging. Furthermore, comm ends removes the annoying mop-up after you've won.
Post Reply

Return to “Game Development”