Deus Siddis, I read what you wrote regarding the pods.
When you say that pods is a prerequisite for lancer it is true to some extend.
Currently there are mainly two lines for direct firing weapons that are available for all tech levels.
MG->Cannons->Rail/Neeld/Gauss
and
Pods->Lancer/TK/Scourge
Lasers don't have other weapons as prerequisites, but they only become available in T3.
Pods are not a separate line and was never meant to be (you can see it from the tech tree), yes it was indeed useless, that has been fixed though, not only by increasing the firepower of mini pods.
The way I see it is this: mini-pods is a T1 weapon and becomes absolute in T2/T3, just like MG, which makes sense IMHO.
What you want to do is to break the serialization and introduce parallelization. First of all, the idea behind your suggestion is broader than just rebalancing/resurrection of weapons, you are again offering some kind of a paradigm shift with an aim to increase complexity and amount of strategies as a result, therefore it needs its own project.
I doubt the necessity for one more mid/late game AT weapon line though. We already have cannons, and rockets (and lasers, de facto they are anti cyborg, de jure anti tank too) adding one more AT weapon line, will surely increase the choice of available weapons. But will it increase the choice of available strategies for MID/Late Games in reality? I would say hardly. Because it will be just another AT-Weapon with the same damage modifier against targets as cannons and rockets. What it can add is slightly different tactics if you modulate pod's cost/range etc, this is all it can do.
When we talk about different strategies then what I have in mind is something like this:
Instead of massing AT weapons again and again you go directly for cyborg transport and surprize your enemy with a cyborg drop. Or you mix emp weapons into your force and disable enemy units. Or you built nexus link and if your enemy has no resistance tech research you just take over the enemy force. Or you just go VTOLs and surprise the enemy, who has concentrated on AT weapons only and has no AA researched. You las sat someone. Overrun someone with no anti personnel weapons with cyborgs. Surprize with long-ranged arty etc etc. These are trully different strageties that enrich the game and make any RTS unpredictable and prolong the fun. There is still a lot that has to be done to get anywhere close to that.
I'm not vetoing your idea though, it surely has justification and I can live with an additional AT line and will most likely use in certain situations. But the problem with this approach is that it has a very low
introduced diversity of strategies/introduced complexity ratio. We have already reached saturation with AT weapons IMHO, it's time to rersurrect other ways of winning the game. Therefore I'm following the variation of Occam's Razor rule that applies here: "entities must not be multiplied beyond necessity".
Deus Siddis wrote:BTW, in case this still is not considered a balance issue, how then do I get content approved or disapproved and by whom? Surely this project has some method of handling official content contributions right?
The way it works now is: you sent a patch to the mailinglist and it gets either approved or disapproved by devs. But it will not work well with issues like balancing, therefore I suggest the following criterias for approval or disapproval:
Troman wrote:1) It clearly improves the gameplay and WZ fans like it
2) It doesn't break too much stuff, or if it does some dev volunteers to take care of that
The first criteria is usually not related to any technical aspects of the game, therefore it is
mostly game fans/players that will have a say, devs play a role of an objective (yes, I know, but most devs, being mostly interested in technical aspects, don't lobby any kind of strategy in the game) observer. The second criteria is more for the devs, since they know the technical aspects best and players can't always see through them.
When all those criterias are satisfied we can add new content/changes to the trunk, you will just have to bug the devs to do so.
If any dev is not satisfied with the scheme please speak out.
Deus Siddis wrote:Oh Troman. . .
I still have some unanswered questions for you on the previous page.
This is one more criteria to keep in mind. We, the devs, are no getting paid for what we do, all that is done is done when we have the necessary time for it. Taking part in a discussion like this always takes a lot of time. Often I have to make calculations to explain something to someone. We all have other tasks and RL, so please bear with us.
Also bear with us when we are not ready to take additional responsibility for something. Most of us are already full with our own activities, so when someone has some idea we can't babysit anyone. If you are stuck we will try to help of course. But the initiative always come from the person who wants something to be done.
Deus Siddis wrote:So be it, if your engine can take it then I can make it.
Yes, Pumpkin's engine should handle it ok for now.
Deus Siddis wrote:But I would suggest that this system of assigning team colors to content be retired in the future, it is grossly inefficient and hogs the most expensive element of 3D content- texture space.
Do you have some concrete suggestion for an improvement? If so the best thing to do is to send it to the mailinglist. You can also go to the IRC and talk to all devs directly about it, this way you will make sure your suggestion will not be easily forgotten or lost.
Deus Siddis wrote:No there are no options in the exporter script (besides precision level, which appears to be the number of decimal places that are stored for each vertex).
I tried to export it using the same rig that came with the old missile pod when I imported it (which allowed the exporter to at least recognize that it was a model to be exported to the pie format).
So where do we go from here? Is there a manual or some sort of documentation for how to get working content into the game (I looked on the wiki, but didn't see anything)?
I don't know if you already saw everything in
here and whether it can help somehow.
Afaik it was Kage who wrote the script, but I can be wrong. Maybe he reads this topic and can reply, or you can try sending him a pm.
Arcalane wrote:You ask that the line be expanded up past the Scourge, yet that requires more upgrade techs, or new weapons. If I had to pick one of the two, I would take the latter.
This will not address:
Troman wrote:There are 5 different cannons plus Rail/Needle Guns and Gauss Cannon that succeed LC, MC and HC. And Scourge is bsically a dead end, as I said.
but i'm fine with it. I'm not good when it comes to coming up with upgrade names and research descriptions though (not a big weapon fan) and would be glad if you could take over research-related aspects, I can combine everything and commit to SVN.
I will need names for the research upgrades (preferably internal - in game name - and external, ie end user name) strings plus info about what kind of an upgrade it is (fire rate/damage etc), what research icons it should use, where it must be inserted in the prresearch.txt - the prerequisites file, how much all upgrades must cost. In the
best case scenario it can be strings/lines ready to be inserted into names.txt/prresearch.txt/research.txt/resmessages1.rmsg files although I understand that this is probably too much asked, so this is optional.
Example for Cannon upgrade description:
Code: Select all
_("Cannon Upgrade"),
_("High Explosive Anti-Tank Cannon Shells"),
_("Increases Cannon damage"),
_("All cannons upgraded automatically"),
Ignore the _(), it is for translation. Take a look at the resmessages1.rmsg file for more examples.
There are 17 upgrades for cannons and 8 for missiles (Scourge), so we will need about 8-9 upgrades for Missiles.
The same must be repeated for Needle Gun/Rail Gun/Gauss, we will need about 6 additional upgrades. Both Missiles and Gauss have not so many upgrades compared to other weapons.
Troman wrote:If you want more choices there will have to be more weapons.
There are many technologies like EMP, Nexus link, Cyborg Transport, Las Sat and others unused. Once fixed they will add more choices. First priority is to fix existing ones. If we want even more choices then we might need even more weapons.