Commander Death consequences

Commander Death consequences

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Commander Death consequences

Post by SpikedHelmet »

For the love of God, TA's "when the Commander dies you end up with 20m/e max" is an archaic feature, PLEASE REMOVE IT.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Storage ftw ^_^
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Am I the only guy who think that comm-less mods would be possible ?
The comm-gameplay is too TA-related, no ?

Of course, this is complex to set the commander system optionnal, with AI, by exemple...
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

I think its already possible to have, ie a building spawn as the first unit.
Just no mod does it at the moment...
danzel
Posts: 56
Joined: 30 Sep 2005, 01:49

Post by danzel »

1944 spawns a building at the start.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

So does GINTA but GINTA is so incomplete it doesn't count.

AFAIK the role of the commander is not necessary in Spring, you can e.g. flag all factories as commanders and if com ends game you have to destroy all factories.

Of course the ressource settings get in the way there since there's no way to prevent additional "commanders" from adding exactly that user-defined amount of storage. Can't set it to more or less.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

SWS commanders are only essential for the early part of the game; we encourage players to play on Comm:Continues, and we ensure that factories and con. units provide enough storage so that if your comm goes, it isn't as catastrophic as it would otherwise be.

However, I can see for 1944 how it may be a problem, particularly if you go for spawning the commissar (a plentiful con. unit).

With regards to the commander gameplay, I think one of the reasons why most people have decided not to ditch it is because it's simply a clever game design concept. Same reason we'll still be seeing commanders in SupCom.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

AA's resourcing units (mexxes, geothermals, solars, tidals, etc) and builders all have some small amount of storage. If you lose your commander, you will still have something to work with.
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Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Post by Shadowfury333 »

Wouldn't one of the big reasons for continued storage after comm death be to stop a division by 0, since that causes an infinitely long line in the resource bar?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I think the Commander is an ingenious idea, but I think having him as the "storage" for all of your e/m until you make storage yourself is silly. Obviously its easy enough to make every single other unit in the game a repository of some sort, but.. meh.
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

As with most things, it should be mod defined.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Lindir The Green wrote:As with most things, it should be mod defined.
QFT
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

SpikedHelmet wrote:I think the Commander is an ingenious idea, but I think having him as the "storage" for all of your e/m until you make storage yourself is silly. Obviously its easy enough to make every single other unit in the game a repository of some sort, but.. meh.
he has those backpack thingies...

so it's not that silly ;)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Heh, to quote the 40 reasons why TA is better then starcraft page:

"... Otherwise that marine better have mighty deep pockets!"
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