Some Ideas...
- lav_coyote25
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- Joined: 08 Aug 2006, 23:18
Re: Some Ideas...
as a map maker, i have maps that there is at least 200 wells on (8 player) which gives each player 25 wells. which seems to be plenty to keep up with productions and researching and building. the most complaints i get is when all 25 wells are in the base. i was advised that there should be at least 8 wells inside and the rest outside of the base - where players could capture and TRY to keep the resources. how does that sound ???
and i do believe there is a slider to have low oil on the map?? never having used that - could that perhaps be used by the players - ie: hardcode the different amounts of oil to that slider...??? amounts to be discussed prior to the hard coding. 
Re: Some Ideas...
I believe Supreme Commander caps max income, too. And most other RTSes restrict income in one way or another, heck, we're one of the few RTSes with undepletable income sources.Frox wrote:I still don't understand the big deal, alot of people seem to want the cap to be raised. This is the only RTS game i have ever played where your max income is capped(and I play rts way more then anything).
...okay, fine, let's start with me as the victor (with "only" 30 derricks) and you as the loser, let's see how much of a "break" you get.Frox wrote:Where the spoils do not go to the victor, instead the loser gets a little break and is babied.
What if StarCraft only allowed 30 command centers? What if WarCraft only let you mine 30 gold mines? What if you could only have 30 refineries in C&C? No one would care, that's what.Frox wrote:I myself hate those super money maps, but I don't see why it's a problem to add freedom to the players game for those who like those maps. What if starcraft only allowed 2 command centers, or a cap on workers. What if you could only mine 2 gold mines in Warcraft. What if you could only have 1 or 2 refineries in C&C.
...mrh. It's because the game balance is designed with sane amounts of income. Low prices are balanced assuming a sane amount of income. High prices are balanced assuming a sane amount of income. etc etcFrox wrote:This whole thing just seems like a kick in the nuts for the guy thats actually winning enough to get that many derricks, and to those who like to toy around in huge power maps. You don't seem to hear any other points other then "It's unbalanced" witch is meaningless if the default remains the same. What makes it not balanced? cause the loser ends up losing even harder? I wouldn't care if a guy who destroyed me bad enough to dominate a whole map and get 50 derricks, I think anyone can admit that they lost fair and square in that situation.
Re: Some Ideas...
So basically what you are saying is that you are NOT going to allow the oil slider to go up to 50 if a player chooses and allow a separate slider for power generators that goes up 12 or 13 ?Zarel wrote:I believe Supreme Commander caps max income, too. And most other RTSes restrict income in one way or another, heck, we're one of the few RTSes with undepletable income sources.Frox wrote:I still don't understand the big deal, alot of people seem to want the cap to be raised. This is the only RTS game i have ever played where your max income is capped(and I play rts way more then anything).
...okay, fine, let's start with me as the victor (with "only" 30 derricks) and you as the loser, let's see how much of a "break" you get.Frox wrote:Where the spoils do not go to the victor, instead the loser gets a little break and is babied.
What if StarCraft only allowed 30 command centers? What if WarCraft only let you mine 30 gold mines? What if you could only have 30 refineries in C&C? No one would care, that's what.Frox wrote:I myself hate those super money maps, but I don't see why it's a problem to add freedom to the players game for those who like those maps. What if starcraft only allowed 2 command centers, or a cap on workers. What if you could only mine 2 gold mines in Warcraft. What if you could only have 1 or 2 refineries in C&C.
...mrh. It's because the game balance is designed with sane amounts of income. Low prices are balanced assuming a sane amount of income. High prices are balanced assuming a sane amount of income. etc etcFrox wrote:This whole thing just seems like a kick in the nuts for the guy thats actually winning enough to get that many derricks, and to those who like to toy around in huge power maps. You don't seem to hear any other points other then "It's unbalanced" witch is meaningless if the default remains the same. What makes it not balanced? cause the loser ends up losing even harder? I wouldn't care if a guy who destroyed me bad enough to dominate a whole map and get 50 derricks, I think anyone can admit that they lost fair and square in that situation.
Re: Some Ideas...
No, I'm saying I don't know how to make the oil slider go up to 50, so if you want to do it, go do it yourself.einhander wrote:So basically what you are saying is that you are NOT going to allow the oil slider to go up to 50 if a player chooses and allow a separate slider for power generators that goes up 12 or 13 ?
Re: Some Ideas...
Coulda said earlier you didn't know how =/.Thats at least a reason other then "no" all the time. I can understand why you wouldn't wanna take the time to figure it out right now anyways. You just sounded so irrational and it's frustrating, especially since your literally the only person I seen so far who kept saying no.
by the way I have supreme commander and not only is there no limit to income, later you can make buildings that produce income for you, every game has limitless income T3 PowerGenerators, T3 Mass Fabricator. Make as many as you want. Maybe thats why that game hooked me for a while, Limitless production power when given enough time and resources.
by the way I have supreme commander and not only is there no limit to income, later you can make buildings that produce income for you, every game has limitless income T3 PowerGenerators, T3 Mass Fabricator. Make as many as you want. Maybe thats why that game hooked me for a while, Limitless production power when given enough time and resources.
Re: Some Ideas...
Well, I still think it's a bad idea.Frox wrote:Coulda said earlier you didn't know how =/.Thats at least a reason other then "no" all the time. I can understand why you wouldn't wanna take the time to figure it out right now anyways. You just sounded so irrational and it's frustrating, especially since your literally the only person I seen so far who kept saying no.
Well, hrm. I think SupCom had a really low limit of how much resources you could store, though. But I thought both were limited. Been a while since I played.Frox wrote:by the way I have supreme commander and not only is there no limit to income, later you can make buildings that produce income for you, every game has limitless income T3 PowerGenerators, T3 Mass Fabricator. Make as many as you want. Maybe thats why that game hooked me for a while, Limitless production power when given enough time and resources.
Re: Some Ideas...
Since there is a mod that allows you to do this, could you not just make that mod part of the official game?Zarel wrote:No, I'm saying I don't know how to make the oil slider go up to 50, so if you want to do it, go do it yourself.einhander wrote:So basically what you are saying is that you are NOT going to allow the oil slider to go up to 50 if a player chooses and allow a separate slider for power generators that goes up 12 or 13 ?
Re: Some Ideas...
Link?
Re: Some Ideas...
edit: first page of this thread13KukYNexus666 wrote:Lot of people want it, but Zarel usually says something like: No, it would be unbalanced.
And I agree with him. That is enough. If you want more, you have to use a mod.
But there should be 40 Oil Derricks because there are 10 Power Generators (10*4=40. If I don't know maths, Google surely does.)
EDIT:
Here you go, Limits mod:Command line:
- 10 Research
- 50 Derricks
- 15 Generators
Code: Select all
--mod limits.txt
Re: Some Ideas...
Take a look at "base.wz/multiplay/script/multilim.slo".Zarel wrote:I'm saying I don't know how to make the oil slider go up to 50.
Limits are defined there.
If a structure is in "base.wz/multiplay/script/multilim.vlo" too, it will be showed in limits menu. Max value of a slider is same as that in "base.wz/multiplay/script/multilim.slo".
Re: Some Ideas...
You can build Mass Storage and Energy Storage buildings from the start of the game.Zarel wrote:Well, hrm. I think SupCom had a really low limit of how much resources you could store, though. But I thought both were limited. Been a while since I played.
The resource system in SupCom is really neat, and there are not fixed limits.
Re: Some Ideas...
So i guess no one likes my idea about having a T4 and T5 ? 
Re: Some Ideas...
I do. I just forgot to write it in my first post.einhander wrote:So i guess no one likes my idea about having a T4 and T5 ?
Re: Some Ideas...
I thought there was a limit to how many of those you could build, before they stopped affecting your limits...Per wrote:You can build Mass Storage and Energy Storage buildings from the start of the game.
The resource system in SupCom is really neat, and there are not fixed limits.
Re: Some Ideas...
So Zarel,
Since you have the ability to allow for a larger number of oils, power generators, and research facilities, will you put this option in the next release?
Since you have the ability to allow for a larger number of oils, power generators, and research facilities, will you put this option in the next release?



