I've noticed that many tank voxels have gotten bigger (eg. Prism, SCUD, flak track). But, are they too big? I mean, the flak track is bigger than the rhino, which may not be appropriate depending on the role of the flak track (light support?). Also, since the voxels have gotten bigger, when you place tanks next to each other, sometimes they overlap or clip into each other (ex. 2 apocalypses)
Also, the War Miner (which was pretty big) now looks small compared to some other medium tanks. Is it necessary to make some of the voxels smaller, or make some of the tanks (Rhino, Grizzly) a big larger to make the size more proportional to the 'heavy-weightyness' of the tank (Grizzlies were originally considered one of the heavier Allied Tanks, but now it is smaller than most tanks).
One more thing. The Skirmish AI kicks ass. But, it might kick too much ass. My ass got handed to me several times and I am wondering if it's possible to include a switch that just makes the Easy AI slightly bit more casual? Usually I find I'm getting rushed before I have defence, so perhaps to make it easier just increase the time between game start and when the AI first attacks (and leave the other settings as they are)?
Next, the auto-repair. Red Alert 2 was a very fast RTS that minimizes base management. No need to hoard an economy (as in age of empires) and no need to worry about many tiers of technology (as in Warcraft 3, Dawn of War). So, to increase the flow of the game in this direction, should we include the auto-repair function (the one that begins repairs on your buildings automatically after they are damaged)?
Also, it seems possibly that you have minimized the number of debris holes on the ground created by flying debris and explosives. This is very good (reduces a lot of lag), and is it possible to reduce them further?
Regarding some voxels
Started by rsborl, Oct 03 2009 02:24 AM
5 replies to this topic
#1
Posted 03 October 2009 - 02:24 AM
#2
Posted 03 October 2009 - 05:50 AM
Voxels are all to Speeder's taste. It's just his choice.
AI is easy for a mod. Welcome to epic mods.
Auto-repair was in MO at some point, wasn't it? o.O
If he removed all debris and translucency, he'd have barely any lag.
AI is easy for a mod. Welcome to epic mods.
Auto-repair was in MO at some point, wasn't it? o.O
If he removed all debris and translucency, he'd have barely any lag.
#3
Posted 04 October 2009 - 06:06 AM
The AI isn't that hard when you play MO for a while, I can own an easies though I don't play alot anymore and I never really decided to go up to normal since the friend that I sometimes play with is one of those that likes it easy. Though Speed is makin the AI easier in the next version, hopefully with more variety where easy is easy, normal is a casual gamer's skill, and hard is for those who are all hardcore.
Edited by Darkstorm, 04 October 2009 - 06:07 AM.
#4
Posted 04 October 2009 - 09:16 AM
Heh Speeder can scale down the bigger voxels to similar sizes with everything else if he so wishes to.
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
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