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Neveron >> Suggested Changes/Additions

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Jere_RB
Private


Reged: 07/01/02
Posts: 64
Changes I'd like to see implemented
      #60101 - 05/11/03 07:13 PM (172.143.164.82)

1. Allow factories to produce tank transmissions/drives/lift fans/ etc again. I'm assuming Randy just forgot to code those along with the new factory system, and he isn't really trying to make dueling/LWing even harder and costlier than it already is, thus making the game suck more...

2. Fully filled out criticals for mechs. Sensor crits seem to do something now, but shoulder/arm actuator crits still need to be implemented. Also, coding in fully the XL engines that should be going wtih a lot of those DP mechs would be rather approapriate.

3. Removing the initiative modifier from reputation. Rep's relevance, from my standpoint, should only be a way for the more egotistical of us to engage in further priack-waving.

I'll think of some more after I actually get eight hours of sleep.


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Krynn
Major


Reged: 01/31/03
Posts: 1327
Re: Changes I'd like to see implemented
      #60108 - 05/11/03 07:52 PM (24.164.25.57)

he was saposed to code the tracks and wheels sometime, thought it would be done by now. I'm sure we will get it again.

Sensor hits have allways been coded, but they are the only thing we can't repair now that gyros and engines got coded to be able to be fixed. But I fully agree we need the arm crits to be coded and the full spectrim of crits to be here.

Rep. Well you guys bitched about int mods forever and this was the trade. We all complained that rep did nothing. So he coded the rep to give int bonus and get rid of int mods. Its not going to change and frankly its a good system and most everyone likes it. That won't change.

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All I can say is www.neveron.de


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Krait
Lieutenant Colonel


Reged: 06/22/02
Posts: 1639
Loc: Krautland
Re: Changes I'd like to see implemented
      #60132 - 05/12/03 01:49 AM (172.178.194.117)

I beg to differ...
Most people (at least those that duel a lot) HATE the rep-init bonus. It WAS introduced to give something against init mods, but after init mods got taken out, it should have been removed as well. Init is SO important in duels, there should be nothing that effects it except for unit type.
Best tradeoff would be that rep only increases init in landwar. Using high rep mechs in LW is just great, beause it gives you more time to move through the lag. But it is not the deciding factor. So rep would still have an effect aside from bragging rights, but not screw up dueling more than it already is....
And it would also make disbanding of lances possible again, which is currently more or less impossible in dueling empires because of the rep loss...

Lata
Krait


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Krynn
Major


Reged: 01/31/03
Posts: 1327
Re: Changes I'd like to see implemented
      #60134 - 05/12/03 01:53 AM (24.164.25.57)

I could agree with you that is sucks for dueling.

Also maybe just for LW because rep should do something and this was a great idea IMO at least. Also kind of realistic because more experienced units get a bonus now.

I stoped dueling a long time ago but could totally agree this should only be in LW.

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All I can say is www.neveron.de


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davion76
Lieutenant Colonel


Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
Re: Changes I'd like to see implemented
      #60157 - 05/12/03 05:55 AM (138.163.0.42)

Or at minimum, change the rep so it affects BV. Right now the attacking empire has most of the advantages. He can see a synopsis of the terrain, the number of units, a higher BV, can see the rep of occupying units, AND attack with high rep units. Not to mention that by looking at the purse, he can guess whether the occupyinh forces are mechs of vehics...

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Tigre
Lieutenant Colonel


Reged: 02/10/03
Posts: 1795
Loc: Atlanta, GA
Re: Changes I'd like to see implemented
      #60160 - 05/12/03 06:34 AM (12.47.79.2)

Though the defender can position his units, which is pretty valuable depending on what you use. . .

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- Tigre

Ipsa Scientia Potestas Est
- Francis Bacon


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Cecil
Lieutenant


Reged: 07/09/02
Posts: 467
Re: Changes I'd like to see implemented
      #60173 - 05/12/03 11:14 AM (128.125.250.48)

Perhaps during LW rep affects the frequency of enemies fleeing combat...some sort of Morale modifier. We already get that to some degree when you have superior mechs versus crappy mechs...the crappy ones run away. Now if the superior mechs had really high rep, then the crappy ones would run away faster, or if the crappy mechs had really high rep, they wouldn't run away as quickly. But again, this only applies to AI-controlled mechs.

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Krait
Lieutenant Colonel


Reged: 06/22/02
Posts: 1639
Loc: Krautland
Re: Changes I'd like to see implemented
      #60252 - 05/13/03 02:07 AM (172.183.148.17)

BAAAD idea...
Enemies running away on AI is one of the worst changes they ever did... Now if more Rep would cause em to run away sooner rep would have a negative effect, and that REALLY isnt desireable...

Lata
Krait


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