Mechanized Assault & eXploration Reloaded



#1 May 22, 2013 6:25 pm
nonsinn nonsinn Offline
G-Mod, Approved Member
Registered since: Apr 02, 2012
Posts: 254


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 Smiling

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 Smiling ).

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
Attention As long as the mod is still in development - ONLY English unit descriptions updated Attention

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


Attachments:
File Type Information for: rar  maxr-units-do-mod_v3_2013-07-28__alpha2_for_SVN3332+.rar
Downloads: 688
Filesize: 30.03 KB
File Type Information for: rar  maxr-units-do-mod_v3_2013-06-30__alpha1_for_SVN3278+.rar
Downloads: 701
Filesize: 31.87 KB


[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?
This post has been edited 12 times. Last edit on May 20, 2015 12:25 pm by nonsinn. ↑  ↓

#2 May 22, 2013 11:31 pm
Meechmunchie Meechmunchie Offline
Approved Member
Registered since: Dec 11, 2004
Posts: 127


Subject: Re: Units unbalanced?
Piratenpad ? - Das will mir nach esoterischer Kollaborativ-Schwarzmagie erscheinen.

Off Topic:
«No lik it buttons as long as I'm in charge !» Tongue
↑  ↓

#3 May 25, 2013 9:43 pm
Sal Sal Offline
, G-Mod
Registered since: Jun 07, 2004
Posts: 1,526


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
A.H.
- easy logic -
↑  ↓

#4 May 28, 2013 1:32 am
Meechmunchie Meechmunchie Offline
Approved Member
Registered since: Dec 11, 2004
Posts: 127


Subject: Re: Units unbalanced?
Hi Sal,
You just got an "I like".

Off Topic:
«No lik it buttons as long as I'm in charge !» Tongue
↑  ↓

#5 May 28, 2013 1:36 am
nonsinn nonsinn Offline
G-Mod, Approved Member
Registered since: Apr 02, 2012
Posts: 254


Subject: Re: Units unbalanced?
First mod-pack is rdy for testing Smiling

NOTE:
  1. no balanced clan support atm (just some drafts)
  2. no balancing for sea units (best stuff at the moment is to play on land maps Innocent )
  3. no apc available atm
  4. new unit heav-air-transport (for heavy units Smiling )
  5. all other stuff can be read in the included changelog.html


Additional hint: I'll add all new version to the first post…
[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?
↑  ↓

#6 May 28, 2013 7:25 am
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Units unbalanced?
It happened. maxr got mod. maxmod Innocent Respect
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
↑  ↓

#7 May 28, 2013 10:30 am
fyzzo fyzzo Offline
Approved Member
Registered since: Sep 23, 2009
Posts: 281


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
This post has been edited 6 times. Last edit on May 28, 2013 10:49 am by fyzzo. ↑  ↓

#8 May 28, 2013 12:47 pm
nonsinn nonsinn Offline
G-Mod, Approved Member
Registered since: Apr 02, 2012
Posts: 254


Subject: Re: Units unbalanced?
Quote by fyzzo:

    edit: please add some reasons for all the changes.
hm okay I'll try it Smiling
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,
  • balance the units
  • find new ways to do this Smiling (e.q heavy air transport (slower and expensive to build - you need it ATM to carry around your tanks and constructors) <ironie> flying apc's are awesome</ironie>
  • maybe therefore some new feat. like being allowed to carry around 1 or 2 humans in tanks
Quote by fyzzo:

    e.g. I don't see why a Avac should have more Scan.
AWACS are high in the sky and have a lower scan range as a cheap-mobile-ground-scanner? Strange - right? Smiling 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:

    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.
right we talked about this… but meanwhile we think about three individual unit groups (for land AND see {⇒ maybe a new ship type too…])
  • missile: high range; low attack; very weak (you should protect this units anyway)
  • mixed: mid range; mid attack; 'normal' health
  • tank: low range; big attack; heavy armor and hp
Furthermore we think, defense building should be cheaper and have only slightly advantages. BUT: ALL DRAFTS Grinning
…we need testplayerz Innocent

Quote by beko:
It happened. maxr got mod. maxmod
Quote by fyzzo:
But good Job I guess. Its cool if you want to try something else
THX and keep in mind to read the Piradenpad too!
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))
[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?
↑  ↓

#9 May 29, 2013 8:48 pm
nonsinn nonsinn Offline
G-Mod, Approved Member
Registered since: Apr 02, 2012
Posts: 254


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 Attention
[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?
↑  ↓

#10 May 29, 2013 11:54 pm
nonsinn nonsinn Offline
G-Mod, Approved Member
Registered since: Apr 02, 2012
Posts: 254


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 Innocent

thx Stellar and Eiko for this game… hope we can continue soon Wink
[15:23:19] nonsinn [..] heißt nun bug-hunter
[19:58:09] Eiko_ [..] heißt nun mother-of-bugs
[20:38:11] <bug-hunter> mother-of-bugs: ..argh..
[20:38:26] <@mother-of-bugs> want some new bugs?
↑  ↓

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