Escort balancing

Discussion in 'Feedback' started by Aurora, Oct 13, 2007.

Thread Status:
Not open for further replies.
  1. Aurora

    Aurora Radiating love, empathy and maternal instincts

    Messages:
    998
    Likes Received:
    0
    Trophy Points:
    0
    Escort might be left out of Empires 2.0, but in case someone fixes the map, I have come up with suggestions for him - and for Krenzo (because this will most likely need coding) for balancing the map.

    1. Lower BE's initial resources.
    2. Make BE's resource income dependent on the number of players on the NF team. This way there will be less vehicles when there are less players. Right now, the average BE vehicle/NF infantry ratio variates with different player amounts and makes the map unbalanced, usually in favour of BE.
    3. Disable nukes, until BE engineers build some sort of uranium generator (or something) somewhere. It should consist of multiple parts and take a while to construct.
     
    Last edited: Oct 13, 2007
  2. Dubee

    Dubee Grapehead

    Messages:
    8,636
    Likes Received:
    0
    Trophy Points:
    0
    number 3 cannot be done
     
  3. Aurora

    Aurora Radiating love, empathy and maternal instincts

    Messages:
    998
    Likes Received:
    0
    Trophy Points:
    0
    It can be done if Krenzo codes it.
     
  4. Krenzo

    Krenzo Administrator

    Messages:
    3,771
    Likes Received:
    0
    Trophy Points:
    0
    And what should I do with the 100+ bugs on the tracker?
     
  5. Shinzon

    Shinzon Member

    Messages:
    3,610
    Likes Received:
    0
    Trophy Points:
    0
    Call the orkin man!
     
  6. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    lmao thats a great one.

    Really tho... AT LEAST TAKE OUT NUKES COMPLETELY!
     
  7. SwampRat

    SwampRat Member

    Messages:
    519
    Likes Received:
    0
    Trophy Points:
    0
    tbh it could be interesting to have the building requirement for nukes back in and to make them back to being more overpowered - with no uranimumum building thing on the team then no new nuke tanks can be made and current ones can't be reloaded. there'd be an extra cost and a building to protect as well as choice for mappers on noncommander maps whether they put a building in. downside being that it becomes sort of like the super weapons that people dont want.
    obviously not for the next release but maybe in a few years when the next one is out.
     
  8. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    currently you can have either LOW TECH or you have have FULL TECH, right?

    any way to have some trigger allow you to switch between the two?
     
  9. Solokiller

    Solokiller Member

    Messages:
    4,861
    Likes Received:
    7
    Trophy Points:
    0
    You could try creating a low tech emp_info_params, and then try deleting that one and spawning one with the high tech setting, but it may not work, or worse, it may crash the server.
     
  10. Chahk

    Chahk Member

    Messages:
    1,390
    Likes Received:
    0
    Trophy Points:
    0
    Could this "on/off" setting be modified to allow for a customizable tiered research status?

    This could be controlled by a server-side config file that defines the available starting research on a per map basis. A mapper could then define their own variables and unlocked research items they signify. This should give both mappers (and even server admins) the flexibility to allow or restrict tech down to a single research item (*cough*nukes on Escort*cough*). A moot point on classic maps, but an invaluable feature for commanderless maps (Escort, CDR_Canyon, UrbanChaos).
     
    Last edited: Oct 13, 2007
  11. Destroyer224

    Destroyer224 Member

    Messages:
    690
    Likes Received:
    0
    Trophy Points:
    0
    FTW <filler>
     
  12. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    I want the far side of the little canyon at the last flag back. :)
     
  13. Krenzo

    Krenzo Administrator

    Messages:
    3,771
    Likes Received:
    0
    Trophy Points:
    0
    You could give a rating to all research items like what level they are. Then you could define what the maximum level is researched via emp_params.
     
  14. Aurora

    Aurora Radiating love, empathy and maternal instincts

    Messages:
    998
    Likes Received:
    0
    Trophy Points:
    0
    Is there a console command to research individual technology, instead of all at once? If so, the uranium generator thingy would be possible by mapping.
     
  15. Melee

    Melee Member

    Messages:
    262
    Likes Received:
    0
    Trophy Points:
    0
    I think the solution is already there , as with Glycen let BE have tanks but not Tech so no armour or engines just plain old borin, easy to kill overheat thingies.
    yeah they can get nuke tank but how longs it gonna last lol.
     
  16. Chahk

    Chahk Member

    Messages:
    1,390
    Likes Received:
    0
    Trophy Points:
    0
    Holy crap, that's exactly the functionality I was talking about! Are you saying it's already available? So it's currently possible to say, give Nuke a rating of "99" and then set the researched level to something below that and effectively disable it on Escort, for example?

    Also, are these ratings map-specific? If they were, the possibilities would be endless!
     
  17. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    Well, he pretty much envisioned it as you did, but he preferred to work on other things back then (back then being the first beta)
     
  18. Krenzo

    Krenzo Administrator

    Messages:
    3,771
    Likes Received:
    0
    Trophy Points:
    0
    If you want to go through the research items script and give ratings to everything, I'll code support for it.

    IE "research level" "1"
     
  19. Private Sandbag

    Private Sandbag Member

    Messages:
    7,491
    Likes Received:
    0
    Trophy Points:
    0
    anyone think this is a good place to discuss tech levels if someone's going to help krenzo with it? how many levels... 10?
     
  20. Onea

    Onea Member

    Messages:
    59
    Likes Received:
    0
    Trophy Points:
    0
    Instead of "levels", you could just give each research item a unique identifier. That way you can disable technologies individually and have much greater control. I doubt unique identifies would be much harder to code than tiers.
     
Thread Status:
Not open for further replies.

Share This Page