Well I searched for this and couldn't find anything so, I was thinking add an ability to restrict certain vehicles (jeeeeps hehe) and maybe certain players? c&c appreciated ; )
Specialy if you just got heavy researched but you don't have the cash for a few tanks yet. So you want to disable it till you get 4-8k. If someone wants a heavy they have to go through the commander to get one.
*Quickly spawns and jumps in the CV* *Bans Emp_Recruit, Emp_Recruit(1), Emp_Recruit(2) from using the vehicle fact.* *Jumps out* Change your names god damn you!
hmm, I would at first say that the team should be able to choose what they do with their money, but you have to remember that the commander is responsible for the team and so it is important for them to be able to co-ordinate resorces.
I like when a commander makes tanks but keeps the VF locked,, cause no matter what you do theres gonna be people making paper tanks or tanks with no weapons
FalconX, which part is planned? Ability to restrict by chassis or viewing the research tree by non-commanders? How about ability for map makers to restrict certain technologies from being researched?
I was under the impression that the thread's topic was restricting vehicles by chassis. :p So that's what I responded to.
Why not? The ability to restrict research would allow mappers to avoid having to worry about impact of some technologies that would ruin the map balance otherwise. Escort and District are perfect examples of this. Walls are disabled on these maps because they could bring gameplay to a halt.
I don't like mappers dictating the way a game is played. The wall thing is for obvious reasons but restricting something based on "I don't like it" isn't exactly a great excuse. This sort of hardcoded restrictions should be left up to admins and devs in my opinion.
I would also like to see that when a Com builds a vehicle and then wants to build another right after it, instead of having a long line behind people who want a vehicle, he can start early and just make like 3 that drive out side and branch out slightly by them selves and one that is left in the factory it self. Half the time I have to get out of the Com just to move the darn thing to build another to move that and so on so my guys when they get back get the best stuff to help protect them and the base.
But in the end it's the mappers that create the gameplay. Models, code and art are nothing without maps. And every map plays different. Thus mappers should be able to choose what technologies to allow, since then they'd have a chance to create different scenarios. Look at the big picture here. Mappers already dictate the gameplay in large degree, why not allow them to have more control over their own creations?
mappers should do what they can to encourage a style of play, not force it. Giving them the power to restrict certain aspects of the game is giving them control of someone else's creation, not their own.
There are already some maps out there, where any flying thingy wouldn't make sense. E.g. emp_canyon: you cannot fly over the hills... and what would the gameplay of that map be if you could fly over the hills you ask? Probably the same like every open Map... it would take the fun out of the canyons... What I want to say is, every map should be used the way it was built for. Who knows best? First the mapper, then maybe the community: Oh, btw I still vote for NO ARTY on emp_money ;-) Actually the topic was something else: Allowing the commander not only to restrict the whole vehicle factory but also only specific vehicle types (e.g. no jeeps) I vote for that as well!
Wrong: what you play is the mapper's creation. Could you play empires if there were no maps for it? Developers should be given as much freedom as possible, which should include the ability to limit certain aspects of the game. What would happen if valve decided to lock up certain parts of the SDK, because they might not like what somebody else does with it? Flexibility is reduced, and who suffers? The player, of course. If the restriction did work against gameplay, then that would be the mapper's problem for creating something which simply doesn't play well.
I disagree. Mappers should work their maps around the developers creation. Not take the liberty of deciding what should and should not be in the game themselves.
I see this is a good feature, but a feature that shouldn't be exploited to the point of where you only have 1 ressearch... This is almost the same thing as in giving one team tanks and the other only infantry *cough* If the map is small and a single arty can barrage the other base from over the hill saftley then... This could also provide with richer back storys... Also when playing any RTS campaign did you notice they do not give you every single unit in the begning? but simply introduce them along? same thing can be applied here, a sort of technology rating on maps (Sort of shows how late in the war the map is, and if any global stat tracking to track the progress of a war or something *cough event cough* this would be awesome)