Subject: Re: Units unbalanced?
Quote by fyzzo:
edit: please add some reasons for all the changes.
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,
- balance the units
- find new ways to do this (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?
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
…we need testplayerz
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?