Page 1 of 1
What do mods need most?
Posted: 11 Jun 2006, 04:28
by PenguinMaster
This poll is dedicated to helping moders decide what features would improve the mod the most.
Posted: 11 Jun 2006, 04:29
by smoth
artillery. not on your poll. Some of these are really balance issues.
Posted: 11 Jun 2006, 04:42
by PenguinMaster
I just chose what I thought to be some of the most discussed issues, and some basic things.So yeah, this is more of a "which thing do you think would have the best effect on gameplay".
Posted: 11 Jun 2006, 12:17
by Optimus Prime
you cant make a poll about mods in general, else we would have mods which would be played very similar and that would be boring.
Mods are designed to be different.
Posted: 11 Jun 2006, 13:22
by Min3mat
yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
Posted: 11 Jun 2006, 19:39
by Neddie
Min3mat wrote:yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
FF was intended to be playable?
Posted: 11 Jun 2006, 19:45
by Fanger
lies...!
Posted: 11 Jun 2006, 22:36
by bamb
Mods need:
Consistency.
This includes both art and gameplay.
Posted: 12 Jun 2006, 01:29
by SinbadEV
neddiedrow wrote:Min3mat wrote:yup, hows 'changing FF to be playable' going opty xD and add that third race and there will be hell to pay !
FF was intended to be playable?
Zing! +2
Posted: 14 Jun 2006, 04:55
by bobthedinosaur
so this is aimed at mods like mod mods and not TC mods?
Posted: 14 Jun 2006, 12:57
by Aun
bamb wrote:Mods need:
Consistency.
This includes both art and gameplay.
WHAT!?
Diversity is good!
GOOD!
Posted: 14 Jun 2006, 13:55
by maestro
What (my) mod need ?
1. Less restriction to carpet bomber so WD carpet bomber could work like in TA
2. Easier 'copy and play' for new unit (just like TA) perhaps with 'Spring conflict crusher' tool which will automatically check build menu and fix it
3. Some simple AI builder tool
Other than that to succeed what a mod need most is some competent modder

Posted: 15 Jun 2006, 10:00
by jellyman
How about more variety between different sides (ok I play mostly AA and XTA)
Like having 15 different side each with dramatic differences in strengths and weakness, to the point of being often unbalanced in a one vs one, depending on which sides are playing against each other.
But the fun is playing team games and figuring out which sides complement each other well and how they can work together.
Posted: 16 Jun 2006, 02:59
by knorke
With the current engine theres imo a limit on how different mods can get.
Think of moving ressources-collectors like in C&C, Starcraft etc.
Or upgrade buildings (armor etc)
ok, I'll give away the idea for my super-mod (

) :
I would like to see some new ressource-system in a mod:
It would have to be played on special maps (like FF already does)
There would be metall-rich features like the crystals on Starcraft-maps (
http://broodwar.ingame.de/bw4ever/maps/ ... _2.4_g.jpg ) that a "ressource center" would collect with a nano-beam (area reclaim)
Like having 15 different side each with dramatic differences in strengths and weakness, to the point of being often unbalanced in a one vs one, depending on which sides are playing against each other.
Yay!
Also add a "random side" option to the lobby!