Should capture return in to all builders?

Should capture return in to all builders?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Should capture return in AA to all builders? (explain why or +1 if you agree)

Yes
2
33%
No
4
67%
 
Total votes: 6

MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Should capture return in to all builders?

Post by MrNubyagi »

It adds so much more glimmer to the game. Instead of killing an enemy mex and building your own one should capture and save 2x the time(and metal). It can create so many new cool situations too. EMP + capture for example so people would use the commando for example or EMP missiles or bombers with a swoop of capturing units.
Last edited by MrNubyagi on 14 Nov 2006, 22:10, edited 1 time in total.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would like Capture in other mods, but honestly, it shouldn't be on every builder. Takes the magic out of the ability.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

You aren't using it anyway, whats the magic? :)
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Please. Read. Stickies.

This is not an AA forum.

Image

Anyhow, the question is - would anyone really use it? If I recall capturing is really slow? (and makes the captured unit extremely vulnerable during the capture)
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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

i never pulled any off with builders, it was to slow.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

i never pulled any off with builders, it was to slow.
since capture times are(shoudl be) relative to building times then reclaiming and rebuilding a mex shoudl be 2x slower than capturing the one enemy allready has on the metal spot

Please. Read. Stickies.

This is not an AA forum.
AA is a mod for Spring, and this is the general discussion on spring, statistically the most played mod. If this is a mod specific thread the mods will move it however capture command can be available on every unit in every mod. I don't see either how can one make a poll as a reply.

EDIT: i'll share my hotkey files with every that agrees with me :roll:
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

bribing people to agree with you doesn't work unless you use better bribes, try cash.
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mastermat
Posts: 33
Joined: 13 Mar 2006, 12:57

Post by mastermat »

I Agree, give me the hotkeys. lol.

Capture is a nice toy. however a Krogoth is a nicer toy, and get's rid of mex's quicker

I Would still like to see capture tho, it adds a bit of unpredictability to the game, and makes builders slightly more powerful. would it be a stacking effect, where 300 construction aircraft would reclaim a LLT before it can destroy one plane? That would be funny. oooo, or a doomsday.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

With reference to capture, I think there are three problems with it in AA, two of which are engine problems and the other of which I think is a mod problem (but may be engine-related as well).

1) Capture is much too slow. I make use of capture whenever I can, and I've still managed to capture (if memory serves me correctly) two mexes, a con bot, a half-built HLT, a half-built LLT, and (my proudest trophy) a vehicle plant. It just takes so dang long to capture that your opponent is bound to notice, which takes us to problem #2...

2) Things aren't paralyzed when they are being captured. While I'm not sure about the wisdom of making things which are actively being captured be fully paralyzed, I do know for sure that self-destruct should be disabled for them. Generally, when someone sees you capturing their stuff (especially mexes) they self-d it. IMO they should be forced to go defend it if they really don't want you to capture it.

3) The Commander fires at a unit that it has been ordered to capture. While Hold Fire is certainly an option, it would be nice if the comm held fire on something it is ordered to capture, and fired upon other enemy units that it hasn't been ordered to capture.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

it'd be good if there was an ignore unit command you could use on enemy units so you'd get a chance to capture good stuff without your stuff killing it.

just yesterday I had a stunned bantha at my door, would've come in handy.
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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

paralysing units would be bad, you could just get a con bot to paralyse a commander while you shot it to bits or stop several gollies in their tracs.... not good.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

If you want to paralyse something build emp units.. :roll:
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

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