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Generalized in mods?
Posted: 21 Oct 2006, 00:42
by Snipawolf
What would you like to see generalized in mods? (Modders don't even need to reply, or even check this..) (I also am not telling modders what to do...)
I for one, would like to see all anti-aircraft weapons shoot at ground units, too..
Seriously, some flak could obliterate a squad, muahahah!
Posted: 21 Oct 2006, 01:07
by BlackLiger
Units with multiple weapons. At least for the futuristic mods. Come on, a tank wouldn't remain with just 1 turret....
Posted: 21 Oct 2006, 02:07
by Noruas
Mods always have to have tanks...
Posted: 21 Oct 2006, 02:28
by rattle
Yes
Posted: 21 Oct 2006, 02:38
by knorke
mods are already too similiar in most aspects. (ressources, factories etc)
Posted: 21 Oct 2006, 02:42
by Fanger
snipa.. do you even seriously look at modern weaponry, there is a reason why anti aircraft weaponry for the most part is not used as ground attack as well..
Given the much lighter armor aircraft have most AAA weapons have much less penetration, and smaller warheads than anti ground weaponry, While yes some anti aircraft weapons are effective against infantry, such as rapid fire flak, or the German 88 being awesomely effective agaisnt allied armor, most AAA weapons are usually not designed to traverse below a certain degree and a bunch of other complicated reasons..
While most mods are not aiming at realism.. this isnt something that is for the most part something you have to be utter realistic too.. however it makes sense and most of the time people borrow heavily from reality for as to how stuff makes sense in their mod universe.. At least this is my reason why EE has no ground attack AAA..
Posted: 21 Oct 2006, 02:54
by FLOZi
Nothing
Posted: 21 Oct 2006, 03:26
by pintle
the viability of rushing. Obviously there will be some cases where this is entirely contrary to the basic premise of the mod, but one thing i love about TA derived gameplay is the speed at which you can have a combat unit heading towards the enemy, and the way d-gun/reclaim balances this.
Fast gameplay ftw
Posted: 21 Oct 2006, 03:32
by Snipawolf
Fanger wrote:Quite a bunch of junk about reality, video games, and AAA (Whatever that stands for.. I dunno)
Like I said, didn't need a lecture and wasn't speaking to modders, or asking them to change anything..
Of course flak doesn't do crap against tanks, but it should rip infantry to pieces..
Get what I mean.. By the way, I didn't mean
all AA things..
Posted: 21 Oct 2006, 04:09
by Das Bruce
knorke wrote:mods are already too similiar in most aspects. (ressources, factories etc)
You fail.
Posted: 21 Oct 2006, 04:12
by Snipawolf
The funny thing is, most mods are splitting away from that

Posted: 21 Oct 2006, 07:38
by Zoombie
Anti-Aircraft-Armerment, is my guess.
Posted: 21 Oct 2006, 07:39
by Fanger
funny thing is most mods dont have infantry, because they fail utterly in spring..
oh and what the hell is the point of discussing this if modders are not involved...
snipa.. seriously your like hey random people who have no modding skills (clearly if they did they would be modders and subject to exclusion) should mods be more generalized (whatever the hell that means).. then you say btw modders dont need or shouldnt respond... well thats great if the rest of the non modding community agrees, that doesnt mean dick all is going to come of it.. its like have a rhetoric dicussion on modding.. kinda pointless dont ya think..
@zoombie its Anti Aircraft Artillery.. or Triple A, or AAA (which most people would resonably say in conversation as Triple A, not to be confused with the care service...
Posted: 21 Oct 2006, 07:53
by Zoombie
I was close and that is what was important.
Posted: 21 Oct 2006, 16:12
by Snipawolf
Meh, zoombie was close.
Yes, it is pointless. I just want to know what everyone thinks. By Modders don't even need to reply, I was referring to the fact that if they want something in their mod, just mod it in. Or the fact that a few would come in and start complaining about how something can't be done, or logically can't happen.
By generalized, I mean something you would like to see in all/most mods.
Posted: 21 Oct 2006, 19:00
by rattle
I'd rather not see any more similarities on purpose. It ruins the last bit which makes the mods (or games, they are games actually!) different from each other.
Posted: 21 Oct 2006, 19:12
by SpikedHelmet
What has stopped anti-aircraft being used heavily against ground targets isn't some universal incapability of the weapons to do so. It is because of the St. Petersburg Declaration of 1868, which declared it illegal to field any explosive projectiles under 400 grams (around 37mm) against ground targets (actually, it doesn't specify ground targets, but the Declaration was prepared quite some time before the advent of aircraft and its use in war and so it was generally accepted that aircraft did not apply when they came along). Ontop of this, unmounted anti-aircraft weapons such as those in WW2 and AA guns afterwards are not exactly built with heavy combat in mind, being flimsy towed carriages with a big machinegun on top and a very exposed crew. So it isn't a matter of them being ineffective against ground targets -- infact they're fairly effective against ALL ground targets except the most heavily armoured and there's even been instances in Iraq of Abrams being knocked out by 23mm ZU-23 AA. It is because it is a flagrant violation of international law, but, rest assured, pretty much any country or army involved in a conflict that has these weapons in their arsenal has used them against ground targets.
Posted: 21 Oct 2006, 19:18
by Snipawolf
Damn, you know your shit well, huh?
Posted: 22 Oct 2006, 02:53
by SpikedHelmet
Yes.
Posted: 22 Oct 2006, 04:01
by knorke
Das Bruce wrote:knorke wrote:mods are already too similiar in most aspects. (ressources, factories etc)
You fail.
Yea, I failed to find a mod where you can harvest ressources, where units have certain requirements, where you have to build a radar to get a minimap (C&C style) or that has growing fog of war, where there are melee units, etc.
Also, if you move a EE tank it moves the same an AA tank moves. Compare that to the instant-turnaround tanks of Starcraft or the "real physics" driving buggys of C&C Generals.
The engine just doesn't support this yet.
Also, in all mods I tried so far you just expand until you meet the enemy.
If you look at Starcraft, its different (not better). There you expand in "stages"
Then you try to push his line back. Could you tell from a replay which mod is played by just looking at the minimap? I guess not.
Spring: mex->30sec->mex->30sec->mex
Starcraft: command center -> 3minutes->command center->5minutes->command center
This leads to very different gameplay.