11.08.2010, 09:01:07
Fight 1
Kill 924
This was a tough choice. This feature has its uses and far from a "bad" request. However, it's something I think many can live without.
Support 461
In testing sessions for my mod Star Strike, testers were often frustrated by Stealth Tanks and Mirage Transports, both units that can be used for covert infantry operations or ambush operations. For example, Stealth Tanks auto-acquire because they are primarily combat vehicles, with the extra passenger being there to facilitate raiding. However, auto-acquiring makes it tedious to perform stealth missions or ambushes. Making it not auto-acquire fixes this, but also makes it useless in being a passive defense against aircraft and other fast moving targets.
Being able to tell selective units to STFU or go gung-ho has far reaching benefits, moreso than cell-spread temporal weapons, and for a larger group of people.
Fight 2
Kill 943
I don't feel this suggestion merits survival not because it's pitted against one of my own suggestions, but because it's just too gimmicky. Sure, we'd all like to be able to build a crossing from our base to the enemy's on Tsunami or whatever the naval map of choice would happen to be, but is altering the map this extensively necessarily a good thing?
This is different from pavement, which didn't alter the structure of the map or create alternate access routes to enemy bases.
Map designers may not intend for this to happen, and it offers a wealth of nasty game balance (not mod balance) issues, such as land-locking enemy naval-yards, which has no practical and sane remedy other than selling the naval-yard and building elsewhere. (buildable water would cause many, many more problems...)
Support 612
Much of the reasoning for why 612 should survive can be found in the last DFD thread it was in, but reaperrr puts it best: All mods would benefit from this feature- even the unmodified game would.
Kill 924
This was a tough choice. This feature has its uses and far from a "bad" request. However, it's something I think many can live without.
Support 461
In testing sessions for my mod Star Strike, testers were often frustrated by Stealth Tanks and Mirage Transports, both units that can be used for covert infantry operations or ambush operations. For example, Stealth Tanks auto-acquire because they are primarily combat vehicles, with the extra passenger being there to facilitate raiding. However, auto-acquiring makes it tedious to perform stealth missions or ambushes. Making it not auto-acquire fixes this, but also makes it useless in being a passive defense against aircraft and other fast moving targets.
Being able to tell selective units to STFU or go gung-ho has far reaching benefits, moreso than cell-spread temporal weapons, and for a larger group of people.
Fight 2
Kill 943
I don't feel this suggestion merits survival not because it's pitted against one of my own suggestions, but because it's just too gimmicky. Sure, we'd all like to be able to build a crossing from our base to the enemy's on Tsunami or whatever the naval map of choice would happen to be, but is altering the map this extensively necessarily a good thing?
This is different from pavement, which didn't alter the structure of the map or create alternate access routes to enemy bases.
Map designers may not intend for this to happen, and it offers a wealth of nasty game balance (not mod balance) issues, such as land-locking enemy naval-yards, which has no practical and sane remedy other than selling the naval-yard and building elsewhere. (buildable water would cause many, many more problems...)
Support 612
Much of the reasoning for why 612 should survive can be found in the last DFD thread it was in, but reaperrr puts it best: All mods would benefit from this feature- even the unmodified game would.
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