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Posted: 18 Jul 2006, 18:21
by Guessmyname
KDR_11k wrote:5120 nukeblasts??? Are you nuts? I've got 2048 nukes in CvC and those already rip huge holes into the map (I'm considering nerfing them a bit). One 5120 nuke would wipe smaller maps completely.
If you're going for realism over gameplay the com blast needs to be MUCH bigger. He carries anti matter, that backpack should be enough to blast the atmosphere off a planet.
Com explosions destroy other coms so you can't run over there, dgun him and come back alive. Allowing the com to survive the com blast would mean that if the enemy sent his com in order to cripple you he could come back alive by dgunning your com. If his com gets dgunned, bfd, he'll still blast you back into the stoneage while his base remains unhurt.
On smaller maps, you probably wouldn't get to the stage of nukes

Posted: 18 Jul 2006, 18:24
by KDR_11k
What about units/buildings that explode as nukes?
And on larger maps those things would still rip half a base to bits. Fire one on Mars and one quarter of the map gets turned into the ideal location for a holiday resort. If the enemy has antinukes, spot them and have a nuke come down just outside of their range.
I think I'll make a few screenshots to show how much such a nuke would destroy.
EDIT: Okay, turns out my prediction of "one fourth of Mars" was wrong. I apologize. The following images depict a shield of radius 5120:
(that's the full size Supreme Battlefield)
Posted: 18 Jul 2006, 18:41
by Snipawolf
I and chris need that to kill AF's damn pesky bots

Posted: 18 Jul 2006, 20:04
by hawkki
edit: are you sure that the deflection shield radius is the same as nuke radius ? I think according to the pictures that deflection field radius defines the radius(center of circle to edge) but AoE defines the diametre(edge across center to other edge)
Because we tested the nukes with that radius and it did not seem to make damage on that big area.
Posted: 18 Jul 2006, 20:34
by SwiftSpear
Your nuke is massively unrealistically overpowered.
Posted: 18 Jul 2006, 20:46
by smoth
SwiftSpear wrote:Your nuke is massively unrealistically overpowered.
is it really? I thought newks were pretty damn big.
http://en.wikipedia.org/wiki/Nuclear_ex ... he_effects
Posted: 18 Jul 2006, 20:52
by FizWizz
ICBMs and such are ridiculously massive, but I don't know about tactical nukes. The edgeeffectiveness of 0.1 will make it fairly tame as the distance ground zero increases though.
Posted: 18 Jul 2006, 20:56
by SwiftSpear
smoth wrote:SwiftSpear wrote:Your nuke is massively unrealistically overpowered.
is it really? I thought newks were pretty damn big.
Considering the scale of TA units...
Posted: 18 Jul 2006, 21:09
by smoth
yeah, that still considered. fang and I talk about it all the time.. nuclear weapons are obscene.
Go here:
http://www.fas.org/main/content.jsp?for ... tentId=367
Posted: 19 Jul 2006, 17:51
by hawkki
Now we have come to the point that we start to modify units. This will make the biggest change gameplay vice, so i was thinking that while we are working on that, the peeps interested could test the changes made so far.
I wil parse it upp and release it then.
Posted: 19 Jul 2006, 18:19
by Min3mat
OK maybe my other post was too flamey
but seriously wtf are you playing at. you have made some insanely stupid changes and some other unnecessary ones.
I thought the whole point was to more realistically scale AA...
Posted: 19 Jul 2006, 18:26
by hawkki
Min3mat wrote:OK maybe my other post was too flamey
but seriously wtf are you playing at. you have made some insanely stupid changes and some other unnecessary ones.
I thought the whole point was to more realistically scale AA...
As i said the name should maybe be changed when it wakes that strong emoptions in you. and as i stated on the concept page, the project is probably going to change dramatically while in development, and so it did.
Posted: 19 Jul 2006, 22:48
by Zoombie
After seeing those nuke explosions...
I WANT TO PLAY THIS MOD!
Posted: 19 Jul 2006, 22:58
by Drone_Fragger
Nukes need more flashyness.
Posted: 19 Jul 2006, 22:59
by Kixxe
THose are sheilds.
Posted: 19 Jul 2006, 23:20
by Drone_Fragger
I know, But on the whole, They need more flashyness.
Posted: 19 Jul 2006, 23:34
by Forboding Angel
Min3mat wrote:OK maybe my other post was too flamey
but seriously wtf are you playing at. you have made some insanely stupid changes and some other unnecessary ones.
I thought the whole point was to more realistically scale AA...
And I've seen completely idiotic people make completely idiotic posts in forums, where's the beef?
You know, reading is definately FOR THE FUCKING WIN
If he wants to make his own variant of AA, WHO GIVES A FLYING FUCK? Some of us may find it cool while you find it stupid. Well that's nice, go away now kthxg'bye.
Posted: 19 Jul 2006, 23:36
by Drone_Fragger
damn right. Go forb!
And Hawkki.
Posted: 19 Jul 2006, 23:44
by Noruas
If you make this mod realistic, nuke protecters should have a 50 percent chance of failing, cost 5 times more in research time, and need a larger intercept area, because we dont want the shockwaves destroying the base indirectly. Also realisticly, things must be just way more sufficent, Anti Air should attack ground units, and flak should do very well against tanks, it will be terribly imbalanced, BUT WOOT FUN.
Posted: 01 Aug 2006, 09:32
by mynthon
1. i cant download this mod. zip archiwe contains only 1 1kb file.
i had similiar idea (but no skills to do that), so i hope you will not abandon this project.
I will wrtote few words about my ideas:
As everyone knows most played mod is aa but i dont like it. It has some very good ideas, new very good units (especially naval units are awesome) but for me kills all the advantages that ota has over other rts games.
my idea was to scale down all units. half size, half range, half speed. Now base weapon range unit is "guardian range" (1GA) - original guardian range from AA (divided by 2).
in my mod
medium range cannons (guardians, punishers) range = 5-6 x GA
long range mobile atilery = 4-6 x GA
merlins (missile units) = 5-6 GA
heavy tanks/kbots (bulldog, fido) = 2-3 GA
light tanks/kbots (stumpy) = 1-2 GA
rapid fire units (peewee) = 0.5 - 1 GA
rocket units = 1-3(maybe 4) GA
lasers - i dont know. have no idea.
naval units - 5-6xga - naval battles should be really LONG distance
move speed unchanged
line of sight (los) i dont know. maybe range/2. depending on unit type. airplanes shoul have very long los.
things that i dont like in AA but were very good in OTA
every unit cann shoot every unit.
jethros can shoot ground units (now 1 peewee can kill 30 jethros - its stupid)
ground units can shoot air units (1 brawler can destroj 100 samsons

)
wheres the difference? - in damage modificator. jethros should be more powerfull against air units than ground units (for example).
bulldog will hit plane by accident becouse its turret rotation is to slow but it will have chance against brawlers or similar units.
(strange thing: i was playing AA last sunday. I had 5 brawlers and ai had 1 brawler - guess what: brawler couldnt destroy brawler (maybe its bug or something - havent read changelog)
etc. In OTA few times i lost my swarm of brawlers becouse of betha. i dont know if its possible in AA.
i dont know what to do with bombers and fighters. Those units should be more powerful but it will destroy game. its hardest thing to balance IMO. remember that rocket units will have very long range so airplanes should be faster, maybe invisible.
ok. back to work. maybe later ill wrote more.