Generalized in mods? - Page 2

Generalized in mods?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Fanger
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Post by Fanger »

Ah no...

and as far as AA weaponry.. I was thinking more along the lines of Surface to air weaponry... I was under the impression most of the time air to air, or surface to air missiles would lack the penetration to damage a main battle tank..

again Infantry are the exception being pretty much vulnerable to anything..
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Das Bruce
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Post by Das Bruce »

knorke wrote:
Das Bruce wrote:
knorke wrote:mods are already too similiar in most aspects. (ressources, factories etc)
You fail.
Yea, I failed to find a mod where you can harvest ressources, where units have certain requirements, where you have to build a radar to get a minimap (C&C style) or that has growing fog of war, where there are melee units, etc.
Yes, you failed because its not possible! You're expecting modders to do shit that simply can't be done or can be but not to any acceptable standard.
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KDR_11k
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Post by KDR_11k »

Fanger wrote:and as far as AA weaponry.. I was thinking more along the lines of Surface to air weaponry... I was under the impression most of the time air to air, or surface to air missiles would lack the penetration to damage a main battle tank..
I think it's more that those missiles have guidance systems that can't lock onto ground targets very well. Heat seeker missiles against a target that's not much hotter than its surroundings?
again Infantry are the exception being pretty much vulnerable to anything..
But that doesn't mean heavy weapons are effective, a tank cannon firing AT rounds won't take out more than one or two men per shot while it takes way too long to reload and can be difficult to aim if the targets hide behind cover (most tanks have anti-infantry rounds for their main cannon available, though). A machinegun can wipe out an entire platoon in one swipe if they aren't covered. Never mind the different ammo capacities of these weapons and their prices, it's much cheaper to replace the ammo of a machinegun than it is to buy a few shells for the tank.

I abuse that effect heavily in CvC, anti-drone weapons have very high fire rates but low DPS while the anti-veh weapons shoot much slower which means they are much slower in dealing with large numbers that go down after one shot each.

Think Anni vs. Peewees, the pw isn't going to survive the first shot but that doesn't stop its brothers.
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rattle
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Post by rattle »

KDR_11k wrote:
Fanger wrote:and as far as AA weaponry.. I was thinking more along the lines of Surface to air weaponry... I was under the impression most of the time air to air, or surface to air missiles would lack the penetration to damage a main battle tank..
I think it's more that those missiles have guidance systems that can't lock onto ground targets very well. Heat seeker missiles against a target that's not much hotter than its surroundings?
Might work out well against the lesbian moon babe tanks, they're so hot 8)


Personally I think the whole having certain types of weapons do less damge to infantry is because of most games are missing out on cover and accuracy. There's no way a human could withstand an AT round or a rocket/missile, hell even a large rock, if it hits (except for Chuck Norris).
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knorke
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Post by knorke »

You're expecting modders to do shit that simply can't be done or can be but not to any acceptable standard.
No. Try reading again.
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Snipawolf
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Post by Snipawolf »

Compare that to the instant-turnaround tanks of Starcraft or the "real physics" driving buggys of C&C Generals.
Actually with a little bit of scripting thats an easy deal to do..
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Zoombie
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Post by Zoombie »

rattle wrote: Might work out well against the lesbian moon babe tanks, they're so hot 8)
Its a good thing I have my anti-lesbian moon babe face screen that makes them look like trolls insted of hot lesbian moon babes, alowing me to fire.
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Fanger
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Post by Fanger »

no knorke you still fail, because after reading your post, you are complaining about features that are not available in spring..

MODDERS have no effect on the availablility of those features.. and we cant use them if they dont exist.. so you still fail..
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knorke
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Post by knorke »

I didn't complain about anything.
I just said, that mods still play very similiar.
And, as I already said myself I think this is because Spring is still very close to the original TA.
As long as most mods are very close to TA gameplay I see no need to make them even more similiar.
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rattle
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Post by rattle »

Snipawolf wrote:
Compare that to the instant-turnaround tanks of Starcraft or the "real physics" driving buggys of C&C Generals.
Actually with a little bit of scripting thats an easy deal to do..
Not in the way Generals does it. And emulating reversing vehicles... well no thanks. It will probably look stupid because the unit has to turn in place.
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Snipawolf
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Post by Snipawolf »

Meh, whatever..

I haven't played generals in ages..
SpikedHelmet
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Post by SpikedHelmet »

ADATS

Air Defense & Anti Tank System
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Fanger
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Post by Fanger »

ONE THINGY... Im not talking about ADATS..
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Argh
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Post by Argh »

@Knorke: Play NanoBlobs or KDR_11's projects.. then come back and tell me that everything in Spring is the same, and that watching a replay on the minimap wouldn't provide a very different feel ;)

I think the only reason most Spring games are very similar is that most of them make use of Spring's resource system, which in turn makes a lot've the gameplay follow a very familiar pattern. Even freeing up the resource system to include a third resource or just allowing for unit limits to be built into mods would result in much different gameplay.

@Snipa: this thread is kind've pointless if you're going to purposefully ask the people who actually design games to keep out. After all, this is a place where experiments are taking place- not likely to attract people who just want safe conformity ;)
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knorke
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Post by knorke »

I knew _someone_ was going to mention 'blobs ;)
Whats KDR_11's project again? The one with the big commander ships? That mod had some cool units (flying Transportbox ftw) but still felt similiar.

I think the maps also make the gameplay very similiar. Many maps just encourage you to expand all over the place and throw up a mex whenever possible.
If you look at a Starcraft map:
http://broodwar.ingame.de/map/maps/nahk ... 1.1(n).jpg
you see that the minerals are quite far apart, so if you expand too early your army isn't big enough to protect both bases.
Ok, that can also happen in AA and EE but its very different.
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Fanger
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Post by Fanger »

Stop referencing starcraft... Perhaps it hasnt occured to you but we only have one sort of resourcesing system.. so yeah everything is going to flow one way whether you want it to or not.. without random wierd alterations..
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knorke
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Post by knorke »

Iam just taking starcraft as an example because its kinda well known. (Or does anybody remember "Fallen Heaven"? ;) )

Yea, there is only one ressource system but it _could_ be used in different ways. Example: You first build a expensive "ressource center", than that building can construct more small, cheap mines on the metal patches. Like the hub you doing for the EE factories. (yes, the WW2 mod seems to have a different ressources system but its still beta)

I can't see anything random or wierd in my posts.
You aren't allowed here anyway because you are a modder :shock: :shock:
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rattle
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Post by rattle »

knorke wrote:Or does anybody remember "Fallen Heaven"? Wink )
Yes and I also agree that Sturcruft sucks big... chicken. :P
j5mello
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Post by j5mello »

can we all just agree that this is at best a pointless discussion and at worst a stupid one :?: Can we :?:
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rattle
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Post by rattle »

Probably. Let's bugger snipa about it... 8)
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