Basically, my plan is to, if possible, add the old factions as their own factions: They won't use RP and their tech tree will be the same as in FA.
The mod will be mod manager compatible, so it will be easy to install/uninstall.
Anybody have an interest in it? 3 new (old) factions added to supcom 2?|||Hells yes.|||FYI. Madface is already working on this. You might work together on this project.
Also, as far as I know noone knows how to add factions to the game assuming you are leaving the original factions playable as well.|||GO FOR IT FUNKY

also hellz yess for the mod :)|||Yes! But....no Seraphim
i'd love to test this 2
but if other team members are saying it qways to op then they would ahve to slowly make a decion on weather its too op or perfectly which is highy unliky but why do game designs releasae patches?
cause they never got it perfect.|||I've never seen algorithmic balancing work in practice. Sometimes it's helpful for balancing very similar units (e.g. Rhino vs Pillar), but you can't use it to balance very dissimilar units (e.g. Urchinow vs Fatboy II).|||Best way to balance them are to use them in game and see modify their stats according to their role, I dont think you can really compare DPS to speed of a unit to balance them, since a unit with high speed will take no DPS.|||Yeah, balancing with an algorithm like you said does not work. At all. You need to use Neph's method: theorycraft, test, repeat.|||Nephylim|||TheWord|||Nephylim
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