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DFD-R4: 461 vs. 715, 612 vs. 607
#9
Fight 1

I am of the opinion that #461 (hold fire) would make stealth and disguised units much more useful and interesting to play with, and I hope it'll get implemented someday.
But upgrades have been a topic of curiosity, hope and frustration in this community for almost a decade, and it's time they get extended to show their full potential.

This is not just a question of scope, though. I'm also wondering about the AI's handling of these features. While I'm sure the AI will be a little confused by upgrades, I'm confident we can bend that into shape, if necessary. My implementation idea for #461 would allow the holding of fire to be added to AI scripts - but would that really work?
To know when to hold fire and when not to requires situational awareness - both of the current tactical situation, as well as the strategic one.
And the AI simply doesn't have that. The AI will most probably be using hold fire poorly at best, if at all. It's a human player feature, essentially.

And while there's nothing bad per se about that, I do think the overall impact extended upgrades would make is a little bigger than human players' ability to control cloaked units a bit better.

As said, I'd like to see #461 one day, but against #715, #715 wins, imo.

Kill: #461
Support: #715

Fight 2

The problem with the argumentations for #607 is very simple: They assume silos are universally liked and wanted.
Truth is, that's not the case. I, personally, was rather annoyed by needing silos all the time, losing hard-earned money because no silos were there or because someone stole them, etc., etc.
And while I can't speak for everyone, I'm rather sure I'm not alone with that.
The crux of this feature is nicely highlighted by this line from Blade:
(04.10.2010, 12:31:06)Blade Wrote: a feature that will be noticable and will be used by those making a more traditional C&C style mod.
Yes. 100% correct.
It will be used by those making a more traditional C&C style mod.
But that's by far not all mods. Quite the opposite.
AI improvements, on the other hand, benefit all mods, "traditional style" or not.

The suggested AI change is small in scope, reasonable, and essentially also a resurrection of TS behavior.

I'm sorry, but I can't, in good conscience, choose a minor resource management feature that only impacts a handful of mods over a drastic AI improvement for the entire player base (most likely not even requiring a mod).

Kill: #607
Support: #612
Forum Rules

(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.


Messages In This Thread
DFD-R4: 461 vs. 715, 612 vs. 607 - by Renegade - 03.10.2010, 21:36:08
RE: DFD-R4: 461 vs. 715, 612 vs. 607 - by MRMIdAS - 03.10.2010, 22:52:26
RE: DFD-R4: 461 vs. 715, 612 vs. 607 - by Blade - 04.10.2010, 12:31:06
RE: DFD-R4: 461 vs. 715, 612 vs. 607 - by Beowulf - 04.10.2010, 17:31:44
RE: DFD-R4: 461 vs. 715, 612 vs. 607 - by Renegade - 09.10.2010, 12:53:48
RE: DFD-R4: 461 vs. 715, 612 vs. 607 - by AlexB - 10.10.2010, 00:51:31



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