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DFD-R3: 237 vs. 925, 1003 vs. 378
#5
(11.08.2010, 15:45:25)Nighthawk200 Wrote: For fight one:
I'm definitely more a fan of the first issue. Many mods implement a "classic RA2" mode, and the presence of Yuri always gets in the way of this. Additionally, it could make sense if you've done something like a Generals-esque country system where each country has certain special advantages instead of a simple extra unit, limiting the choice to certain countries so as not to harm your game mode. It could also be used to implement a game mode involving certain countries that aren't even part of your normal gameplay. For example, a game mode in which you have every country addition (or none at all), limiting the country choices to simply "Allies", "Soviets" or "Yuri" rather than having pointless identical countries cluttering the menu.

The only usage case I can see for the second issue is remapped walls. While it's a nice thing to see, it's a very limited scope of use. The first issue gives you a lot more options to play around with in mods.

Therefore, my stance is support #237, kill #925.
Agreed.

Fight 2
Well neither sounds particularly useful, but personally I'd rather use Random Damage, so I'll vote accordingly.
The more I think about it, the more I consider my above statement totally wrong. Random Damage is useful, very much so in fact. On top of the advantages mentioned by some others here, there's some more:

In RA2/YR you can't have missiles that are tracking and at the same time somewhat inaccurate.
And before anyone says something like "but a missile that is tracking and inaccurate at the same time is a contradiction", go play MechCommander 1/2. Even if the missiles hit the target, they don't usually hit the same spot of the target all the time, so the effective damage isn't always the same either. That's another thing #378 would be useful for, simulating slight inaccuracy for tracking projectiles.
Also, in MC1/2 a lucky hit to the cockpit could kill a Mech, that's where the CriticalHit would come in handy.

Yeah, a BattleTech mod would definitely benefit a lot from this feature...

At the same time, #1003 doesn't add much to the game, has no effect on gameplay, and - this is crucial in my eyes - looks like something that only a very limited number of people would use.

support #378
kill #1003


Messages In This Thread
DFD-R3: 237 vs. 925, 1003 vs. 378 - by Renegade - 11.08.2010, 01:35:40
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 11.08.2010, 13:23:15
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by reaperrr - 11.08.2010, 19:57:23
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 12.08.2010, 10:28:26
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by mt. - 12.08.2010, 20:56:37
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by DCoder - 12.08.2010, 21:10:01
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 12.08.2010, 22:43:49
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by mt. - 12.08.2010, 22:54:24
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 12.08.2010, 23:32:23
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 13.08.2010, 09:39:59
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Guest - 13.08.2010, 15:04:19
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 13.08.2010, 17:34:13
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Guest - 13.08.2010, 19:36:28
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 14.08.2010, 12:55:40
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 14.08.2010, 17:45:51
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by mt. - 14.08.2010, 17:55:51
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by Blade - 14.08.2010, 19:03:50
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by AlexB - 01.09.2010, 16:31:47
RE: DFD-R3: 237 vs. 925, 1003 vs. 378 - by DCoder - 03.10.2010, 20:37:15



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