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Posted: 14 Jun 2007, 22:15
by DemO
Dood then the comm just dguns the enemy base to shreds... And you could always just self d the atlas instead to blow him up.

Posted: 14 Jun 2007, 23:27
by manored
Units are paralized while being transported so they couldnt...

Off course that you could still comnap/comdrop, but you wouldnt be able to use the com as a weapon...

Posted: 15 Jun 2007, 00:26
by 1v0ry_k1ng
i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting

Posted: 15 Jun 2007, 01:07
by Pxtl
1v0ry_k1ng wrote:i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
Actually, disabling L1 combat units would probably be pretty popular.

Here's my thought for "Safe-Time Annihilation":

(1) The L1 kbot/veh factories are replaced by the L1 Construction Forge (looks like kbot lab). It builds
- Peewee/AK
- AA Kbot
- con-bot (modified - can build L2 V-lab too)
- minelayer

(2) The vehicle stuff and all the L1 combat kbots are moved into the "Combat Forge (graphically an L2 veh lab)" which can be built by any L2 con unit. All L2 cons can similarly build the Hover lab.

(3) The L1 transport plane can't airlift comms.

(4) The L1 navy is similarly de-combatified - L1 navy can only build subs and con-boats. All the other L1 units are instead built by the L1 Amphicom.

(5) The L1 air plant can't be built by the comm. This buys the player time before the air-attack.

The effect is that the ONLY L1 mobile combat is the ultra-fragile AKs/Peewees that die fast to most L1 defenses, or L1 air which isn't too good if it's expected (which it is) and even that has to be built after the kbots. In the water, the L1 attacks are similarly one-dimensional - subs are easy to fight off with torp-launchers.

This means that the game _must_ involve a lengthy built time, since real earnest attack forces have to wait until L2.

Posted: 15 Jun 2007, 02:31
by hunterw
why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"

Posted: 15 Jun 2007, 05:05
by jackalope
1v0ry_k1ng wrote:i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
and XTA should have a LUA that automatically has your cons surround everything with 8 layer-deep dragon teeth walls

Posted: 15 Jun 2007, 14:20
by LBPB
hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
This is not a stupid idea :idea:

Posted: 15 Jun 2007, 17:58
by Pxtl
hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.

We don't need another one screwing things up.

Posted: 15 Jun 2007, 18:21
by manored
Wouldnt it be most correct for each mod for have its own "check boxes"? I know its probaly harder to do but I think it should be done.

Posted: 15 Jun 2007, 22:09
by hunterw
Pxtl wrote:
hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.

We don't need another one screwing things up.
then why dont we have some kind of variable for mods

bAllowLobbySettings = false


like you said we already have a bunch of TA-based settings there, what's one more?