Open GoogleCodeExporter opened 9 years ago
Occasional storm to place resources across the map, instead of a single point
on the map.
Original comment by sanadauj...@gmail.com
on 18 Nov 2010 at 3:32
not so easy unless done hackish, imo also useless from a gameplay perspective.
Original comment by anmeldek...@web.de
on 18 Nov 2010 at 3:42
10 rocks, set to spread across the width of the map. Is that doable?
Original comment by sanadauj...@gmail.com
on 18 Nov 2010 at 4:22
Idea: Respawn Starting rocks
Basically a wave that falls on the starting rocks positions.
Why: Give's people a chance to rebound if they are stuck in "their spawn".
Original comment by Oksnoop2@gmail.com
on 18 Nov 2010 at 3:31
imo defeats the point of the eco system if you try to artificially help losing
players that much.
if players are "stuck in their spawn" in a game that is all about being mobile,
dont they deserve to lose? usually players would not be "in their spawn"
anyway, maybe they have completly switched sides on the map: then the rocks go
to the wrong player.
Original comment by anmeldek...@web.de
on 18 Nov 2010 at 6:11
Well it's not just for the losing team. The wining team get's the rocks as
well. It's just would be nice if at least some income could be predictable so
why not the starting spots. Take that game we played on LLT. Way more metal
fell into your base than ours. So it was like we needed To get the metal needed
to build an army to storm your base to get the metal needed to get the army to
storm your base..I kind of wrote myself into a loop there but I think my point
is clear-ish.
Original comment by Oksnoop2@gmail.com
on 18 Nov 2010 at 6:17
"Take that game we played on LLT."
game was lolgame anyway, too many newbs, not enough start resources on map, map
too "left vs right" style.
"So it was like we needed To get the metal needed to build an army to storm
your base to get the metal needed to get the army to storm your base"
right teams only attack was some ~5 tanks driving to the middle, getting killed
by a T2 beam turret thing.
In the same, I had already raided the right teams eco twice with a few basic
mechs, killing their miners.
Original comment by anmeldek...@web.de
on 18 Nov 2010 at 7:12
"Way more metal fell into your base than ours."
also this is not even true:
http://www.abload.de/img/3v3_lltacomplexv2_ct_1tgvs.png
white triangles on last image are metorites.
dots are miner movement.
in the beginning of the games, the metorites even "favored" your team.
storm #1: right side very near start
storm #2: left side, actually in middle, i got it
storm #3: right side, in start area again, at top.
(until 10min i have raided it 2 times bespite it being in enemy land)
storm #4: left side, easiy mineable
storm #5: right side, near the third storm
you needed more metal? well, how about using it for usefull stuff:
oksnoop2: 10 powerplants before 5 minutes to power nothing
metal value: 915
sanada made 9 turrets at the ramp (5x cannon, 4x aa) that protected nothing and
killed nothing (only in the "cleaning up" phase)
metal value: 2415
but ofc left team had their stupid spendings too:
master_bates on left team morphs 2 cruisers to t2 at 6min without using them
left team just played way better. when a storm arrived, it was mined very
quickly by all 3 players.
ie at 7min30: left time has completly mined their last drop.
right team still has 2 rocks left of their meteorites that fell 2 minutes
earlier
watch the replay and do not balance on such a lolgame.
Original comment by anmeldek...@web.de
on 18 Nov 2010 at 7:39
I worked on a set of modoptions that would let you choose the rate at which
meteors will fall. For some reason they don't work. Basically if I understood
it right the selecting a mod option would turn on one of the gadgets and off
the rest.
Original comment by Oksnoop2@gmail.com
on 26 Nov 2010 at 1:52
Attachments:
gzz! no you! use Spring.GetModOptions() and numbers! that's what it's meant for!
These work.
Original comment by skas...@gmx.at
on 26 Nov 2010 at 2:08
Attachments:
yea that is pretty fail lol...
Anyways, I have added some new tags in mapconfigs:
meteorstorm_interval=120
meteorstorm_firsttime=600
if the mapper wants, he could of course make them as a mapoption.
will also add a modoption (will overpower mapoption) similiar to what dansski
posted.
also added:
featurehandling = "remove" | "replace"
"remove" delete all features with metal
"replace" replaces all features with metal with a bminerals
will commit when i get home.
Original comment by anmeldek...@web.de
on 26 Nov 2010 at 2:27
Original issue reported on code.google.com by
anmeldek...@web.de
on 17 Nov 2010 at 2:21