Iluvalar & Shadow Wolf TJ's *Commander Mods*- Need Play Data
Posted: 25 Mar 2012, 04:21
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Version 2 is out - March 31:
DOWNLOAD Version 2:
download/file.php?id=10745
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What this experimental implementation mod is and how this thread came to be created are explained in the following posts from the Commanders: Original Vision, Crippled Default, Future Dev? thread where they originated.
Download Commander Mod Link:
download/file.php?id=10563
Reasons for creating this dedicated thread and moving Iluvalar's Commander Mod File.
Version 2 is out - March 31:
DOWNLOAD Version 2:
download/file.php?id=10745
Rman Virgil wrote: Here's the dilemma - what player who otherwise knows how to win is gonna wanna use Commanders unless they have at least a fair chance of winning?
Iluvalar wrote: You got a real good point here . That's why here is the V2
I expect they will only control tmg viper, that they will only fight with 50% of their maximum unit, that the commander research worth a 50% bonus (just that research). And on top they are now balanced to be fair as soon as the level 2.Code: Select all
CommandTurret4,Level All,70,200,1000,0,1,1200,GNLCMD1.PIE,TRLCMD1.PIE,FXHBLas.PIE,FXBeam.PIE,FXSFlms.PIE,FXSFlms.PIE,FXSFlms.PIE,0,2304,2304,100,100,1,1,0,0,8,0,0,0,0,0,0,0,0,2500,0,YES,HEAT,COMMAND,HOMING-DIRECT,ALL ROUNDER,180,90,-30,YES,NO,0,0,YES,1,100,0,0,0 CommandTurret3,Level All,60,200,1000,0,1,700,GNLCMD1.PIE,TRLCMD1.PIE,FXHBLas.PIE,FXBeam.PIE,FXSFlms.PIE,FXSFlms.PIE,FXSFlms.PIE,0,2048,2048,100,100,1,1,0,0,7,0,0,0,0,0,0,0,0,2500,0,YES,HEAT,COMMAND,HOMING-DIRECT,ALL ROUNDER,180,90,-30,YES,NO,0,0,YES,1,100,0,0,0 CommandTurret2,Level All,50,200,1000,0,1,400,GNLCMD1.PIE,TRLCMD1.PIE,FXHBLas.PIE,FXBeam.PIE,FXSFlms.PIE,FXSFlms.PIE,FXSFlms.PIE,0,1792,1792,100,100,1,1,0,0,6,0,0,0,0,0,0,0,0,2500,0,YES,HEAT,COMMAND,HOMING-DIRECT,ALL ROUNDER,180,90,-30,YES,NO,0,0,YES,1,100,0,0,0 CommandTurret1,Level All,44,200,1000,0,1,216,GNLCMD1.PIE,TRLCMD1.PIE,FXHBLas.PIE,FXBeam.PIE,FXSFlms.PIE,FXSFlms.PIE,FXSFlms.PIE,0,1536,1536,100,100,1,1,0,0,4,0,0,0,0,0,0,0,0,2500,0,YES,HEAT,COMMAND,HOMING-DIRECT,ALL ROUNDER,180,90,-30,YES,NO,0,0,YES,1,100,0,0,0
With all that put together, I'm pretty sure i'm being optimistic and the balance will favor a bit too much the commanders. they will fall either in the top or the god tier. But not so much so the players that play without will die like flies. The data i'm seeking are the same and should be experimentable with that mod.
thx to test it. I repeat the information lacking :
1- The mean level of commanders in action
2- The proportion of the units it is reasonable to assume in combat (also on a mean basis)
3- What kind of unit we can attach to them (the heavier the better, but what we really have at that point ?)
==========>
What this experimental implementation mod is and how this thread came to be created are explained in the following posts from the Commanders: Original Vision, Crippled Default, Future Dev? thread where they originated.
Iluvalar wrote:Ok so here are my preliminary results :
After running a very complex calculation, it seem to me that the guy that balanced the commander had some skill into that kind of approximation. The stats we have now should not be so bad... However I understand that the commanders are underated right now, so we can try to play with some parameters...
What i suggest for now is to expect medium bodies instead of heavy bodies. We know that the commander multiply the strength of his unit and since it is capped to 6, it is better to build a heavy body group. So the boost is stronger for the same turret price...
If we try to set them to hmg cobra htrack, at level 3 and 2/3 of the units in battle... I obtain : 190$ for 580HP. I join a mod that work both on 2.3 and 3.1 for tests. it also load beggar kanyon when use as a map.
I need data to conitnue :
1) How much units are really in combat ?
2) What level do you commander reach ?
3) What kind of unit you plan to use ?
Download Commander Mod Link:
download/file.php?id=10563
Reasons for creating this dedicated thread and moving Iluvalar's Commander Mod File.
Rman Virgil wrote:.
I can see a dilemma unfolding.
Don't want Iluvalar's Commander Mod work in progress to get lost in this thread - which already looks like it's bound to happen.
I also don't want to discourage other discussions.
Possible solution: Iluvalar what do you think about creating a dedicated thread in the Mod BB to test and report ongoing development results? We can come back to this thread later with final results.
That being agreeable, we can proceed with other proposals here - like your clear as virgin olive oil proposal, Emdek.
But let's be clear here: the ultimate goal of all these discussions and proposals is to get to where Iluvalar has taken us very efficiently ~ working commander mods to test & evaluate.
This is the first practical proposal that can be put in-game so let's do right by it and make it the model of how we are gonna proceed going forward with actual experiments and valuable data harvesting.
Thanks.
- Cheers, Rman.
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