My view on empires

Discussion in 'Archive' started by flatmush, Apr 30, 2007.

  1. Petko

    Petko Member

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    Originally Posted by Petko
    - make the hand weapons and equipments into the tech tree, so they can also be researched and only after that equipped by that side. Rebalanced them a bit that which are more powerful can only be equipped after the research. Future weapons could be also put into the research tree like shotguns etc. (also armory could serve as a building required for hand weapon and equipment research, maybe a separate tech tree for that?)
    Science and Industry MOD for HL

    And then what? Because in SI you can research weapons that means in empires cant use this feature to increase game expreience?



    - make it possible to script different vehicle engine sounds for different engine types (and not for chassis).. i wanted to do a cool engine sound pack a while ago, but i cant until this isn't done
    Wasn't Krenzo working on this already?

    I dont know, but if he does im very happy:)



    - also make it possible to not just script damage, range etc attributes server side, but vehicle equipment prices and weight.. this could help a lot for custom balance experiments by anyone
    You mean separate or resources as a whole?

    I dont understand what you ask. Im just telling that currently the mod is made in a way, that anyone starting a server can customise some damage, rate of fire etc. attributes, which are diffrent from the default settings. Vehicle enquipment and building prices cant be altered server side without client alteration. That means if i try to make a balance mod, noone can join my server unless i made some mini-mod and they download it.



    - upgraded turrets shouldn't have only the rate of fire and damage increased as leveling up but range also (and balance them with increased price, - also make it possible to build cheaper lower level turrets when higher level expensive turrets are researched)
    LVL3 turrets fire further than LVL2. LVL2 > LVL1
    What I'm trying to say is that range is already increased as lvl increases


    Hmm i didnt notice that... maybe because there cant be too significant difference, because it would ruin gameplay with the current way, that you upgrade and you can spam with the same price turrets anywhere. Thats why im saying that it should be like in rts games that you make a research and you can build the brand new turret which is much stronger but much more exprensive and much slower to build. (this would also make a point using the lvl2 turret, not just lvl1 and lvl3)
     
  2. L3TUC3

    L3TUC3 Member

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    You can alter prices and weight easily, it's all stored in the appropiate .cfg file and whatever's in the .cfg files on the server is used in game. However, the only problem is that the client does not see these chages in their gui. For the rest everything works as it should and people can join and play with your settings (they won't see em though).
     
  3. Shinzon

    Shinzon Member

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    I think a lvl 3 has double the range of a lvl 1... Personaly I dont want to tangle with a farm of lvl 3's unless I got an arty... Or have faith im my aim at the time...
     
  4. arklansman

    arklansman Member

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    Is it just me, or do lvl 1 mg's have a longer range now?

    (BTW, I like your new sig and av shinzon. :D )
     
  5. Jcw87

    Jcw87 Member

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    As long as your going offtopic...

    OMFG SHINZON CHANGED AVATAR!!! Last person I expected to do that. Now I have to start up starcraft and identify which protoss unit that is :p. I'll take a guess though. Protoss Carrier
     
  6. Shinzon

    Shinzon Member

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    Thanks :p

    Yup Its the protoss carrier, Av is ingame portrait, the sig is cinematic with a zealot in front :D
     
  7. Caelo

    Caelo Member

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    stupid stupid boards... "message is too short!" only because I put my comments in the quote :P
     
  8. Private Sandbag

    Private Sandbag Member

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    So the suggestions here are:

    research inf weapons: GOOD.

    server control: hmm... possibly. I would rather have a game of empires which every server was good with, so you wouldn't join crap servers or such.

    Higher Lev turrets are more expensive (e.g, lev 1 is current = x, lev 2 = 1.5x, lev 3 = 3x, and you can still build lower level turrets when you upgrade) GOOD

    wasn't there also the suggestion the commanders could upgrade old turrets to new versions (which with the new pricing would also cost some small res),

    and also there was the suggestion that it only takes one engineer with turret upgrade to upgrade all his friends turrets too.

    also the turret suggestion that on NON flag maps, i.e NOT district / escort, then engineers upgrade their turrets strait from lev 1 => lev 3.
     
  9. Caelo

    Caelo Member

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    wasn't there also the suggestion the commanders could upgrade old turrets to new versions (which with the new pricing would also cost some small res),
    Would be nice...

    and also there was the suggestion that it only takes one engineer with turret upgrade to upgrade all his friends turrets too.
    That would require some kind of indication as to what turret is player made and which ones the comm placed...

    also the turret suggestion that on NON flag maps, i.e NOT district / escort, then engineers upgrade their turrets strait from lev 1 => lev 3.
    Are you serious? That would make turret farming on those maps even easier :/ PLZ say this is a joke!
    It would be nice to not have turret farming on those maps. Currently I enjoy the commander maps most because of the absence of turret farming (real turret farming)
     
  10. Private Sandbag

    Private Sandbag Member

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    Engineers can only place ONE of their own turrets, so this wouldn't at all premote turret farming. given that the research for the upgraded turret has to be there anyway for it to occour, and that a commander can easily give the engineer a turret to build (that will start at lev 3 anyway, so no wasted building time), it seems a little cruel in these situations to make the engineer build the turret from level 1 ==> level 2 ==> level 3, wasting lots of time, and even more given that the engineer is going to run out of bullets for his calculator, so will be there for longer than he could have a turret and barrack up in.
     
  11. Caelo

    Caelo Member

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    The point is a commander cant build near enemy buildings, an engineer can ;)

    What if an enemy engineer walks into your base and 10 sec later a lvl3 ML is setup, would that really be better for gameplay?
     
  12. Solokiller

    Solokiller Member

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    How about:
    if you're building a turret near an enemy building, it'll take 1.5 times to build.
    For every building 0.5 is added to that time. That encourages people to start taking down buildings first.
     
  13. Caelo

    Caelo Member

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    that would be okay I guess :D but what would be the "area of effect"?
     
  14. Solokiller

    Solokiller Member

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    1024 units sounds good to me.
     

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