Nomad mode?, Starting only with dozers and no command center |
Nomad mode?, Starting only with dozers and no command center |
1 Sep 2014, 2:44
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#1
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Group: Members Posts: 32 Joined: 3 February 2013 Member No.: 9730 I love using aircraft early game |
Will you guys be adding a nomad mode? For example, instead of starting the game with a dozer/worker + command center, the nomad mode would just have the dozer/worker. The player would then have to build a command center, wherever they like. Is this technically feasible? -------------------- redVaryant
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1 Sep 2014, 4:30
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#2
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Group: Members Posts: 381 Joined: 24 March 2013 From: Wyoming, Michigan, USA Member No.: 9872 'Ex'-American Tanker figthing for the ECA |
Will you guys be adding a nomad mode? For example, instead of starting the game with a dozer/worker + command center, the nomad mode would just have the dozer/worker. The player would then have to build a command center, wherever they like. Is this technically feasible? For the ese of explaining, so like Generals 2/C&C Free-To-Play thwn? -------------------- The Devil Brigade Commander/Commander of NATO Forces
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1 Sep 2014, 4:46
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#3
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Group: Members Posts: 650 Joined: 1 March 2014 Member No.: 10319 |
If you don't have a building, you will be automatically considered lost by the system. A placeholder way is to have a deactivated building somewhere in the boundaries, but this will also stop the gae from ending.
-------------------- And then...
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1 Sep 2014, 10:52
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#4
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
This was the exact system old Blizzard RTS games were built on.
Of course, nearly everyone just built a Town Hall (Command Center) the second they started the game, so they cut out the middle man. -------------------- |
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1 Sep 2014, 10:56
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#5
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Group: Members Posts: 494 Joined: 22 November 2013 Member No.: 10200 |
Yeah, unless there were special maps designed for such a mode, it'd just be a waste of time as your starting location is a perfectly fine place to build.
Plus I don't think that an effective 7500 resource limit will do much good either. -------------------- Composite Armor has been installed, sir.
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1 Sep 2014, 12:39
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#6
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Group: Project Leader Posts: 164 Joined: 25 March 2010 Member No.: 881 |
If you don't have a building, you will be automatically considered lost by the system. A placeholder way is to have a deactivated building somewhere in the boundaries, but this will also stop the gae from ending. Or do a map.ini mod that considers the builder units with a 'mp_count_for_victory' flag. -------------------- Sup guiyz
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1 Sep 2014, 13:12
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#7
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Mongrel Group: Members Posts: 301 Joined: 14 February 2014 From: Earth Member No.: 10294 |
GLA has an advantage at this.
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1 Sep 2014, 13:39
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#8
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
all I can say is that I see ECA greatly benefiting from it, far more than any other faction.
GLA has an advantage at this. Not really, if they start with a single worker. More like, disadvantage, due to worker's speed. This post has been edited by Knjaz.: 1 Sep 2014, 13:39 |
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1 Sep 2014, 15:59
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#9
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
It's very possible but there is literallly no map where you wouldn't rather build your PP right away. As for Knjaz saying that it would benefit ECA, I thought otherwise actually; Other factions would go straight for a PP and GLA would be as always with the exception that it would get the radar quite late (assuming you'll start with a Worker since the Command Truck is expensive and it can't build workers) while ECA would have to go for Regional Command first OR suffer a production/construction speed penalty for a long amount of time until it gets the Solar Reactor up, which takes considerably more time than building your first PP.
The gameplay wouldn't be all that different either; most lamers in ZH/Shockwave start out selling their CCs anyway so this would just be a version of it with 1 dozer instead of 2, 1000 less cash and a huge advantage to GLA. |
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1 Sep 2014, 16:58
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#10
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Group: Members Posts: 32 Joined: 3 February 2013 Member No.: 9730 I love using aircraft early game |
Yeah I thought it would make the gameplay more interesting during AI matches.
The possible starting cash could be increased to 12,000 if necessary, but I see what you're saying. Thanks for the reply -------------------- redVaryant
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2 Sep 2014, 0:06
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#11
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Group: Members Posts: 541 Joined: 23 January 2014 Member No.: 10272 |
step one, build a town centre
step two, gather resources step three, advance to era II and most of the time, people don't usually drift too far from their spawn point, for a good reason. |
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2 Sep 2014, 8:00
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#12
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
It's very possible but there is literallly no map where you wouldn't rather build your PP right away. As for Knjaz saying that it would benefit ECA, I thought otherwise actually; Other factions would go straight for a PP and GLA would be as always with the exception that it would get the radar quite late (assuming you'll start with a Worker since the Command Truck is expensive and it can't build workers) while ECA would have to go for Regional Command first OR suffer a production/construction speed penalty for a long amount of time until it gets the Solar Reactor up, which takes considerably more time than building your first PP. The gameplay wouldn't be all that different either; most lamers in ZH/Shockwave start out selling their CCs anyway so this would just be a version of it with 1 dozer instead of 2, 1000 less cash and a huge advantage to GLA. Sorry, didn't have the whole "sell your CC" thingie for so long that I forgot you don' even need to build one Would require a change in construction requirements then, so you'd be forced to build a CC. |
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2 Sep 2014, 8:36
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#13
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
Sorry, didn't have the whole "sell your CC" thingie for so long that I forgot you don' even need to build one Would require a change in construction requirements then, so you'd be forced to build a CC. And then people will build them right away so might as well cut out the middleman. I'm usually up for anything that can enrich gameplay but this concept is a dead end. |
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2 Sep 2014, 18:01
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#14
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
An interesting suggestion. It does bug me on maps with almost defined places off buildings (vs AI) the CC is always wonky...
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