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There are no unused units in the game. The units which are on git but cannot be accessed in the game (without cheats) are not in the game. @Forever perhaps it would enlighten us if you said why you think stuff like Neblua is not accessible.
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There are no unused units in the game. The units which are on git but cannot be accessed in the game (without cheats) are not in the game. @Forever perhaps it would enlighten us if you said why you think stuff like Neblua is not accessible.
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[quote]For example I will propose Kestrel as a torpedo airplane launcher that has a small sonar...[/quote]This is basically equivalent to suggesting that there should be a torpedo plane. You could make any unit suggestion and the merit of the suggestion should be discussed regardless of whether a close unit exists in git. The existence of a model is only relevant once the unit idea is deemed to have merit.
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[quote]For example I will propose Kestrel as a torpedo airplane launcher that has a small sonar...[/quote]This is basically equivalent to suggesting that there should be a torpedo plane. You could make any unit suggestion and the merit of the suggestion should be discussed regardless of whether a close unit exists in git. The existence of a model is only relevant once the unit idea is deemed to have merit.
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The sunk cost fallacy is strong in this thread. The existence of a model for a unit does not mean that a unit should be added. Of course, as has happened in the past, the existence of a model smooths over the process of new unit creation. It also prompted Disco Rave Party. But I don't want models to lead units for anything more serious than DRP.
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The sunk cost fallacy is strong in this thread. The existence of a model for a unit does not mean that a unit should be added. Of course, as has happened in the past, the existence of a model smooths over the process of new unit creation. It also prompted Disco Rave Party. But I don't want models to lead units for anything more serious than DRP.
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So, that is one half of the thread responded to. The other half concerns this:
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So, that is one half of the thread responded to. The other half concerns this:
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[quote]I hope we won't lose ground with the game if we don't try new things.
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[quote]I hope we won't lose ground with the game if we don't try new things.
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I want to also ask how easy or how hard it is to make a widget that will balance the units ingame ? ( In the way where you adjust and add numbers to dmg, speed, attack and so on).
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I want to also ask how easy or how hard it is to make a widget that will balance the units ingame ? ( In the way where you adjust and add numbers to dmg, speed, attack and so on).
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For example i start the game, I give it !setoptions unitingamechange=1 and then i start to change the stats of units while playing. Unit stats will remain the same when game ends and it will be great to have a fast toll to adjust the units. Balance will be easily made and done with the help of players if a tool like this will exist.
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For example i start the game, I give it !setoptions unitingamechange=1 and then i start to change the stats of units while playing. Unit stats will remain the same when game ends and it will be great to have a fast toll to adjust the units. Balance will be easily made and done with the help of players if a tool like this will exist.
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And of course admin community will agree if the variables will be good for the overall balance.[/quote]No. Often I will say "patches welcome" when I don't care for the feature. But in this case your suggestion is so complicated that I don't want it to touch the codebase.
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And of course admin community will agree if the variables will be good for the overall balance.[/quote]No. Often I will say "patches welcome" when I don't care for the feature. But in this case your suggestion is so complicated that I don't want it to touch the codebase.
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Development reasons:
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Development reasons:
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* Slow damage etc... doesn't want the complexity of taking base stat changes into account.
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* Slow damage etc... doesn't want the complexity of taking base stat changes into account.
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* A lot of UI assumes that base stats do not change.
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* A lot of UI assumes that base stats do not change.
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* Many other things assume base stats do not change.
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* Many other things assume base stats do not change.
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* Maintenance of the gadget and widget would be awful.
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* Maintenance of the gadget and widget would be awful.
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*
Base
stat
modifications
are
always
going
to
be
significantly
less
powerful
than
changing
the
game
properly.
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*
Base
stat
modifications
are
always
going
to
be
significantly
more
cumbersome
and
limited
than
changing
the
game
properly.
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* If you want to test balance then use git and make PRs. This is significantly easier for everyone (except yourself).
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* If you want to test balance then use git and make PRs. This is significantly easier for everyone (except yourself).
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There are also a bunch of social reasons that this is a bad idea:
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There are also a bunch of social reasons that this is a bad idea:
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* People do not want to be hijacked to play balance testing.
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* People do not want to be hijacked to play balance testing.
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* Changing unit stats during a game doesn't even make sense for testing and would have people screaming "unfair".
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* Changing unit stats during a game doesn't even make sense for testing and would have people screaming "unfair".
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* The setoptions UI is bad.
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* The setoptions UI is bad.
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* The UI for changing stats ingame would be so complicated that only @Forever would use it.
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* The UI for changing stats ingame would be so complicated that only @Forever would use it.
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* If, somehow, all the issues are overcome then I think rapid unsupervised balance changes as part of the 'big teams meta' would make the actual balance of the game even harder to determine.
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* If, somehow, all the issues are overcome then I think rapid unsupervised balance changes as part of the 'big teams meta' would make the actual balance of the game even harder to determine.
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