Commanders need to be stronger...

Commanders need to be stronger...

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.

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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Commanders need to be stronger...

Post by Buggi »

Okay guys, what's up with the pussy-foot commanders? I'm sick and tired of 12 peewees coming into my base and my commander can't even survive THAT.

In OTA, the commander was a very strong unit. With reason. He's THE COMMANDER. 4 gunships should not be able to take out your most valuable unit.

If more people lost when their commander dies then the commander should be a. much stronger and b. more protected.

He should be at about 25% as strong as a krogoth.

Would this prevent the n00b's doing commander rush? no, but it sure would bring back the original purpose of the commander.

Caydr, I'd like to see a mutation with this in AA. Thanks.

/rant

-Buggi
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I totally disagree with you on this one.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

+1 to Noize
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Isn't the current AA commander significantly stronger relative to the other units than the OTA commander?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Well, a Commander shouldbe this big and slow unit with missile launchers and mini-nukes and a aircraft launching bay in it's shoulders!!111 ;)

Oh wait, that's Sup-Com isn't it? :P I wonder what Com-Rushing would be like in that game...

But I favor Buggi's suggestion, how to stop comm-rushing? make defense structures do more damage VS Commanders silly! :P
Alessandro
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Joined: 05 Jul 2006, 20:54

Post by Alessandro »

AFAIK defense structures already do 200% damage to commanders in AA.

A no from me as well, because this isn't SupCom, and incredibly powerful commanders would make all but late-game rushes useless.
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FoeOfTheBee
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Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

If your commander is getting killed by 4 gunships, or 12 peewees it is probably becuase you are skill-challenged, not because he is too weak.

Watch a few replays, or try it agians skilled opponents and see what they do.
Last edited by FoeOfTheBee on 14 Jul 2006, 03:26, edited 1 time in total.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

That's how it is in AA GZ, almost all defenses do 2x Dmg to a comm.

A dragon's claw turret can kill a comm in 6 shots (400 dmg per shot).

Quite horrifying :).

Bah, alessandro beat me.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

The com in AA is already stronger v. normal units than he was in OTA, isn't he?

I know in OTA 4 gunships could annihilate your com no problem. There was even that one mission in single player with an early gunship rush... I lost that several times before I figured out that you had to spam AA right off.
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

In SupCom, maps are massive, and coms aren't fast, and they probably don't kill everything when they blow up. So basically by the time your "comm-rush" arrived you'd be dealing with a significantly developed enemy. Who has more guns than you because he has been building them while you were taking a stroll through the park.

And uh... no, I don't think you know what your asking for Buggi. It would just cause more noobs to play game continues, build a lab and comm rush.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Well I rarely play AA since i'm more into XTA, but I was just giving my 2 cents on this ;)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Get rid of Com rushing by getting Com Ends. Get Com Ends and get Com assasinations. Expect an assasination actually requires skill and is a valid tactic and force's idiots to not use their com like come kind of Rambo. You know what would happen to Rambo in real life? A rifleman would shoot him in the head about thirty odd feet away. Just my 0.02 monitary units.
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clericvash
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Post by clericvash »

If your thinking like this then there should be no option to continue if your commander dies...since he is the commander, he tells all what to do...
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Zoombie
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Post by Zoombie »

Actually...YES! But the point of Spring is to play the way YOU want, not the way I want. So if you want to play with com continue's, go ahead. If you want to ban aircraft, go ahead. Thats what's nice about TA, and by extention, Spring.
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KDR_11k
Game Developer
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Post by KDR_11k »

That's why "Com ends game" is the default in OTA. The player is supposed to be the commander.
chlue
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Joined: 28 Dec 2005, 20:48

Post by chlue »

Hm does the engine allow, that the commander get experience for all damage the troops do under his command? Something like the way heroes in wc3 work. In addition a commander could maybee get a better weapon once he got enough experience.

I think the 3000 life (at least in aa, dont know the value in xta) are fine for a comander in the early game, but later this is close to nothing. I bet it would be funny to have a commander with 6k life and maybee an viper-rocket-launcher once he get enough experience.

Just one of my crazy ideas :-)
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Buggi
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Post by Buggi »

Obviously I'm outnumbered.

/selfesteem
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Go try EE where the comm has no weapon.. then come back and complain about weak commanders...
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Pxtl
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Post by Pxtl »

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Caydr
Omnidouche
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Post by Caydr »

Buggi, you of all people... why do such smart people turn so dumb when it comes to following simple instructions.

Please post AA-related material in the AA thread so as to avoid spamming up the Spring forum. I am a guest here and I will behave appropriately - you should do the same.
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