11.08.2010, 07:58:48
Well this sucks. I actually like all four of these issues, and personally would like to see all of them survive.
I guess it comes down to which ones would have a bigger impact on the modding community, and the patch's appeal to other modders.
For fight one, I have to go with 715. Upgrades have been a long-standing, major subject for modders across the community for years, and the limits have been made obvious. Many modders have attempted workarounds for some of the upgrades' limits, but expanding the basic upgrade logic so these workarounds are no longer necessary would definitely take more of a priority than the Single Click Chronosphere.
I like the idea of the single click chronosphere, but I just don't think it will change very many mods.
For what it's worth, many/most YR players play with superweapons turned off, and this has been so for quite some time.
Now fight 2 is even harder of a call. I'm split between something I personally would like to use, but I don't know if many other mods would use it, and something I won't be using, but something that has been wanted by lots and lots of modders, especially modders who make total conversions and YR -> TS mods.
I have to say that, for now at least, tiberium silos can wait. All in all, players don't typically have so much cash on their hands that they need many silos to begin with, because players usually spend their cash at about the same rate they gather it. This is, of course, by design.
On the other hand, having infantry gain or lose strength, firepower, abilities, immunities, armor types, etc. etc. would be a major gameplay changer, and could make the decision of "to deploy or not to deploy" for certain units an important strategic decision, instead of the current "simply deploy and your infantry will get more powerful" idea that's in place. You could make a unit that, when mobile, is fast but weak, and has a long ranged weapon that does good damage, but when deployed, becomes a great tank-unit (RPG-style tank; damage absorber. Not THAT kind of tank!) with lots of health and a short ranged weapon that doesn't exactly do great damage. Or you could replace that weapon and give him a medkit while deployed, or perhaps some kind of stat-boosting aura (because I am fairly certain some kind of feature like that was requested awhile ago).
Honestly, the possibilities with this feature are nearly endless, depending on just how far we want to go with implementing this.
I guess it comes down to which ones would have a bigger impact on the modding community, and the patch's appeal to other modders.
For fight one, I have to go with 715. Upgrades have been a long-standing, major subject for modders across the community for years, and the limits have been made obvious. Many modders have attempted workarounds for some of the upgrades' limits, but expanding the basic upgrade logic so these workarounds are no longer necessary would definitely take more of a priority than the Single Click Chronosphere.
I like the idea of the single click chronosphere, but I just don't think it will change very many mods.
For what it's worth, many/most YR players play with superweapons turned off, and this has been so for quite some time.
Now fight 2 is even harder of a call. I'm split between something I personally would like to use, but I don't know if many other mods would use it, and something I won't be using, but something that has been wanted by lots and lots of modders, especially modders who make total conversions and YR -> TS mods.
I have to say that, for now at least, tiberium silos can wait. All in all, players don't typically have so much cash on their hands that they need many silos to begin with, because players usually spend their cash at about the same rate they gather it. This is, of course, by design.
On the other hand, having infantry gain or lose strength, firepower, abilities, immunities, armor types, etc. etc. would be a major gameplay changer, and could make the decision of "to deploy or not to deploy" for certain units an important strategic decision, instead of the current "simply deploy and your infantry will get more powerful" idea that's in place. You could make a unit that, when mobile, is fast but weak, and has a long ranged weapon that does good damage, but when deployed, becomes a great tank-unit (RPG-style tank; damage absorber. Not THAT kind of tank!) with lots of health and a short ranged weapon that doesn't exactly do great damage. Or you could replace that weapon and give him a medkit while deployed, or perhaps some kind of stat-boosting aura (because I am fairly certain some kind of feature like that was requested awhile ago).
Honestly, the possibilities with this feature are nearly endless, depending on just how far we want to go with implementing this.