there is another easy fix.
accept thats its a consequence of supcom being a simulation. Same as blocking unitmovement with placing a building.
Forged Alliance Forever Forums
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Blackster wrote:biass wrote:I cannot fathom how we manage to have these conversations bimonthly, someone needs to start a FAQ.
It's beyond me how you manage to sound like a d*** with every single response of yours. Lovely chap
Is it really too much for you to act in a civil manner? Like, just once?biass wrote:Those exploits are exploits because they were not the intended outcomes of the mechanic's design [...]
The missile is technically doing as intended, it's colliding with an enemy object and dealing its damage to that object. Despite that object only having 1hp to lose, or said object not being the targeted one, it's still the outcome as intended by the original developers.
Same flawed, self-righteous argument I heard last time.
Unless you can provide an actual developer's words, or find some lines of comment in the game that it was intended to block a TML with a t1 1 HP radar I suggest you drop this shallow "argument". According to your logic most of the patches violate the intention of the developers.
There is a very easy fix to it: make it an exploit.
Turinturambar wrote:wtf. do you not realise that your acu movement being blocked can easily kill/safe you?
which is 3904193482 times more imported than useless 250 mass of a tml missle. plus it only rly happens on the generic teamgamemaps, where people have hours of time with nothing better to do anyway and that dont have much depth to beginn with.
Louvegarde wrote:First off he's not talking like a jerk at all, what he says is true. Those questions come back every two weeks. Someone does need to make a FAQ. I must say I was expecting his post to contain some level of dissing, but no, it's not even the case. He answered like anyone would have.
Louvegarde wrote:Secondary, that argument about developer's words is entirely false. You don't need an explicit signed declaration from the original lead game designer to assert that the intentions were this or that. Just like we don't need shakespeare's detailed explanation of each of his texts to assert what the messages and intentions behind his writings are. That's what good writing is. Same goes for game design.
Louvegarde wrote:So you could say that the intention maybe wasn't to have the players fast build factories to block players or fast build radars to block TMLs. But at the same time, Supcom has pretty big sandbox intentions, more than other RTSes. How many RTSes do you know have a physic system simulating every single projectile and shit to collide between each other ? Compare with age of empires III, came out not so long before supcom, triple A RTS, cannonballs and shit - and yet no physic system at all. Everything animated. Why do you think Supcom didn't do the same ?
Louvegarde wrote:This physic system is there for a reason - create emergent strategies from the systemic rules that inherit from the fact that "every single shit collides with other shit". That means bloking nukes with ASF. That means building factories around your opponent to prevent him from escaping. As far as I can see, it's all in the base intentions of the game.
Louvegarde wrote:The fact that everything collides and physicses is here to extend the possible strategies, to invite players to find this kind of tricks and use them to win the game and surprise the opponent. Each time we blacklist one of those strategies, we lose a bit of depth, and we contradict the gamemaker's intentions.
Blackster wrote:It's beyond me how you manage to sound like a d*** with every single response of yours. Lovely chap
Is it really too much for you to act in a civil manner? Like, just once?
biass wrote:Unless you can provide an actual developer's words, or find some lines of comment in the game that it was intended to block a TML with a t1 1 HP radar I suggest you drop this shallow "argument".
According to your logic most of the patches violate the intention of the developers.
Blackster wrote:self-righteous
Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
Turinturambar wrote:if you look at the problm the only reasonable approach is to compare the results.
in case of tml blocking its misslecost (plus investment into the tml) vs cost of starting the structure.
you can just saying moving an acu costs 0 mass therefore it is not comparable to the tml which does cost mass. because what you lose for being blocked is either the acu (gameover) acu hp (which you could assign a massvalue, since it has less fightingpower aftr losing hp) or a unit (since you can also block any other non exp/air unit this way...) which obv does have a mass value.
Turinturambar wrote:the comparison with the yolo falls flat, because of 2 reasons
a) significance. blocking a yolo means blocking a gameender (of a single faction) opposed to one strategic option (tml). a yolo being blocked can end the game, whereas a tml being blocked only gives a small disadvantage.
b) if he a ctrked satelite blockes the yolomissle it destroys the entire base with the yolo, which just breaks the gamebalance in that specific case. in case of the tml the game doesnt immediatly end (destroying your entire base etc etc) when being blocked once.
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