Instead as other (fantastic, great) mods that are adding more units I am thinking about altering/modding/adding stuff little bit differently;
What I'm asking about is what you think about these things in supcom2;
1. "Battle for Middle Earth mass production"
With research "bonus" I can make a mex to have a negative influence of other mexes in a certain radius. Something similar exists in BFME.
Positive;
-Force to expand (well, at least I like it)
-Without mex spots the player can choose to expand wherever he wants and the interaction with the map becomes greater.
2. "Sid Alpha Centauri units building"
What is an experimental unit anyway? And why does it need to be larger all the time? Let's set all the research for all units free (within few limits) and build your own experimental! (For example cloaked nuke launching engineer, diving fighter transporter -yeah I know too much "Terror from the deep")
Positive;
-Never ever an army blob will be the same from game to game. The unit variety will be endless.
-With very few limits new tactics will raise and taken advantage of the map might be possible in a new way.
3. "Balance"
Instead of damage and health... What about aiming bonus instead and all units can take like 1-2 hits only? The reason is that I want a little bit randomness in the battles and be on my toes even if my epic army approaches a nuked enemy base...
Just curious what you think... I would love to hear that my ideas are bad, so I can focus on map modding again...|||I cannot understand anything you just typed.|||not understanding anything either^^|||me 2
That aside, I'm not sure it would be worth the effort to implement any of these ideas, although the suggestion about aiming instead of health and damage does intrigue me.|||splattedone|||reddev33|||Legion Darrath|||joining the WTF IS THIS **** bandwagon|||Ok, ok! I give up, polished my engrish in the first post and are now heading back to the map creation forum... :)|||I can understand most of this, however i dont think the ideas are very good. The first idea, it would take so much effort to script/mod I don't think it would even be worth it. His first idea is where the closer your mass points are together, the less mass they create, when you place the mass points down it will give you a percentage out of a certain amount depending on the distance to another mass extractor, of how much the mass they will will gain. If this is even possible, I think it would be extremely hard to do. Just go play battle for middle earth if you want that xD|||Distance-based mex output wouldn't be terribly difficult actually. Just reduce output based on the presence of other mexes at various rings - grab all nearby mexes when each mex is built and reduce output according to range, e.g. each mex within 50-35 range results in -7.5% output, each within 20-35 results in -15%, and each within 20 results in -30% output. When a mex is built, it informs all of these other mexes of its presence and distance category, and they lower their output accordingly. In its OnDestroy, it informs all nearby mexes of its destruction, and they increase their output again.
This could also be done by linear distance with a maximum cap, but a graduated system would probably be less confusing, and would allow you to use dummy weapon rings and deactivated intel rings to show distances.|||Mithy|||Re: 1. You'd be better off simply making "higher or lower yield" mexes. These would produce more or less mass per unit time. It does allow for more interesting map design as it provides points of focus for the players, but with this method you'd have greater flexibility and it doesn't counter intuitively punish players for building on their available resource spots.
2. Custom experimentals is an idea a few people have suggested before. However, It'd either be impossible to balance or 99% of the combinations would never be used because they'd be inferior to others, meaning you'd simply have to know which was the best from the start or be at a disadvantage. Additionally, it'd be impossible to make a visible sign of what each one possessed, leading to even more guesswork than is in current supcom.
3. In a simulated environment like supcom, the randomness might well be a boon as you'd hit others in a formation, and people might feel cheated if they lost because the random function decided they'd miss a few more shots.|||FunkOff|||Why is everyone bashing ideas when they dont understand? It makes innovative ideas get less chance in succes.
though gameplay would change drastically, It might just turn out in a fun game :)|||redarrow|||redarrow|||I like your idea’s Fransotto. About the balance part: I like a system near to Total annihilation. Maneuvering units to dodge bullets, and Like you mention above that units only can take several hits was one of the great things about TA. Total unit diversity will make the game better.
I’m making a total annihilation inspired balance mod myself with the Revamp Balance add-on as a start off . I’m still learning in LUA so progress is slow..
Mark,
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