nonsinn | May 22, 2013 7:25 pm |
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Subject: Units unbalanced? After some games played vs. Stellar we find out that sometimes the game seems to be unbalanced and various kind of units are never used because they are to weak or there is another unit that is overpowered. Depending on this fact we try to change some units default values for better balancing on this Piratenpad we try to wrote some more information about why we change some special values. Thx to Stellar for the basic changes. You think you have another good idea why some unit should be modded? Visit the maxR IRC and talk with us or just leave a reply here Additional note by the author: 2013-05-28: Okay I'll add here from time to time the latest 'mod-version' all modded units are listed online (link above) and to all finished versions in the archive — pleas report strange things you have realized (if you want use this mod ). 2013-06-02: As you may remember, Sal gave us with his Map Random Generator;rumaxclub.ru the hint, that Russians have some maps too… and for test games I suggest (as long as the sea units are still need some mods) an 'only-land' map ⇒ you'll find some on rumaxclub.ru/maps (translated via g00gle translator). 2013-06-07: Don't mix up different versions as long as it not a fix… (new version added) 2013-06-30: v3a1 for SVN3278+ — no unit-change - just missing translations fixed As long as the mod is still in development - ONLY English unit descriptions updated 2013-07-28 v3a2 (best used with SVN3337+ — don't use it to continue old games! — read the pad… 2015-05-20 moved stuff from piratenpad to the git-wiki. Also made the files available via https://git.maxr.org/nonsinn/maxr-balance-mod |
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Attachments: maxr-units-do-mod_v3_2013-07-28__alpha2_for_SVN3332+.rar (Filesize: 30.03 KB) maxr-units-do-mod_v3_2013-06-30__alpha1_for_SVN3278+.rar (Filesize: 31.87 KB) |
Meechmunchie | May 23, 2013 12:31 am |
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Subject: Re: Units unbalanced? Piratenpad ? - Das will mir nach esoterischer Kollaborativ-Schwarzmagie erscheinen. |
Sal | May 25, 2013 10:43 pm |
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Subject: Re: Units unbalanced? This is rather interesting, some kind of mod support for maxr would be a good option for this kind of things. I haven't played enough max/r multiplayer matches as of yet to judge this kind of things. I can tell you that I am not a big fan of differences to the original. Mods could help multiplayer games to become more balanced. Also for me the turn time balances a lot of the matches. Anyway, I like this approach and believe that mods for maxr might attract some users too! =) keep it up non |
Meechmunchie | May 28, 2013 2:32 am |
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Subject: Re: Units unbalanced? Hi Sal, You just got an "I like". |
nonsinn | May 28, 2013 2:36 am |
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Subject: Re: Units unbalanced? First mod-pack is rdy for testing NOTE:
Additional hint: I'll add all new version to the first post… |
beko | May 28, 2013 8:25 am |
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Subject: Re: Units unbalanced? It happened. maxr got mod. maxmod |
fyzzo | May 28, 2013 11:30 am |
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Subject: Re: Units unbalanced? improved sub marines? wot? increase the cost then. edit: ah wait only for the clan. I'm stupid. edit: please add some reasons for all the changes. e.g. I don't see why a Avac should have more Scan. edit: way more documentation please. I dont uderstand the changes of the missile launcher. It says 18 Attack but in the Text you talk about 24. But good Job I guess. Its cool if you want to try something else |
nonsinn | May 28, 2013 1:47 pm |
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Subject: Re: Units unbalanced? Quote by fyzzo: hm okay I'll try it
Short: We try to give every unit an individual and important role in this game. After many games with Missile Crawlers + Mobile Anti-Air + Airtransport… the game itself turned into something boring. Even if you build as much as possible defense you can't win (…therefore we have a save if you can't believe it…) because mobile units can forced to 'one' point while you have to build everywhere defense only way to win was to use a clan with better missile units and hope for the best. So major part for us is,
Quote by fyzzo: AWACS are high in the sky and have a lower scan range as a cheap-mobile-ground-scanner? Strange - right? We thought this seems to be 'illogically'. Therefore AWACS now are weaker while fighters are faster, so you have to protect your AWACS else you'll lose it sooner as you thought. This was an additionally reason for us to make AWACS slower. Now you can't fly to enemy base and escape if he detected you - you need some units to protect your AWACS and some more strategic and tactic to win - not only an 'all in an I'll win'.
Another idea behind this change was, to make it more difficult to play just with scanner + missile crawler… you wanna have good scan ⇒ build AWACS (+defence for it) Quote by fyzzo: right we talked about this… but meanwhile we think about three individual unit groups (for land AND see {⇒ maybe a new ship type too…])
…we need testplayerz Quote by beko: It happened. maxr got mod. maxmod Quote by fyzzo: THX and keep in mind to read the Piradenpad too!But good Job I guess. Its cool if you want to try something else Let's hope this ends in a good balanced and playable mod ^^ All new ideas are on the pad (and some bugs/feat like 22hp for units (a value not listed in upgrade table — just realized this during the last testgame)) |
nonsinn | May 29, 2013 9:48 pm |
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Subject: Re: Units unbalanced? new mod-pack version available (as I said in the first post) it is strongly recommended to read the included html files |
nonsinn | May 30, 2013 12:54 am |
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Subject: Re: Units unbalanced? so… first 3player testgame started… but now we need a break. All in all… no one really knows which unit he should built at first - and how many… anyways you need every unit thx Stellar and Eiko for this game… hope we can continue soon |