Forged Alliance Forever Forged Alliance Forever Forums 2013-07-22T09:58:37+02:00 /feed.php?f=2&t=4499 2013-07-22T09:58:37+02:00 2013-07-22T09:58:37+02:00 /viewtopic.php?t=4499&p=48944#p48944 <![CDATA[Re: Team commander ends.]]> Statistics: Posted by RoLa — 22 Jul 2013, 09:58


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2013-07-22T07:27:44+02:00 2013-07-22T07:27:44+02:00 /viewtopic.php?t=4499&p=48939#p48939 <![CDATA[Re: Team commander ends.]]> first of all if a commander is rushing towards your forces and your own commander, chances are even if he blows up on your t1 army he will die and your commander will survive since he is advancing towards you.
One might say that That is fine since he will combomb your forces and defenses and than rush through with his own but,
There is the matter of your own com and there is the matter of allied units.

Team games are unpredictable and when many forces and players are involved, some whose force composition you might not know fully, even in early game, it might be hard to pin point the right time and properly execute a beneficial combomb.
Of course if you lose a commander your team is now one more commander closer to losing.

Statistics: Posted by CopyyyCattt — 22 Jul 2013, 07:27


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2013-07-22T06:34:01+02:00 2013-07-22T06:34:01+02:00 /viewtopic.php?t=4499&p=48936#p48936 <![CDATA[Re: Team commander ends.]]> I'm not certain its the best idea, doing anything to take away from regular FA gameplay as everyone knows it and likes it.
A zone would mean an actual time investment to implement by the way.

I think It should just be added in instead as an upgrade to Supremacy.
Supremacy is just as prone to the abuse you mentioned so this is just a pure upgrade for the supremacy mode.
It's hard to guess what sort of abuse or what sort of counter could be to any abuse we might think of now before we see it in game.
So i think the team commander ends option should just be added, as is, and than as people try it everyone can make some sort of conclusions about whether it needs anything more or not.

I'm not sure it would be elegant in terms of game design to start changing game features or unit behavior, after all, It is just a victory condition not a separate mod so what is to change is exactly that, the victory conditions.

Statistics: Posted by CopyyyCattt — 22 Jul 2013, 06:34


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2013-07-22T04:32:54+02:00 2013-07-22T04:32:54+02:00 /viewtopic.php?t=4499&p=48932#p48932 <![CDATA[Re: Team commander ends.]]>
This would be a fun mode of play but it is open to abuse. Expect CommBombs and over zealous ACU attacks. If you could include an 'ACU distance from start point' as an interlock you could have a say 100 diameter circle from start point as the zone where if your ACU dies your game continues. This would prevent wild ACU play.

TeamPlay_AI has always used 'Annihilation' mode for the victory condition. So in TeamPlay_AI games your game continues when your commander is no more. The reason for this has been that the AI will continue to play quite well even after its commander is killed.
There is only one rule for TeamPlay_AI ...
"All allied Human ACUs must be alive at the end of the game for a true Allied Victory. If any Human ACU dies or leaves the match is lost. The AI can win even if all its ACUs are dead."

I was given a script by johnie102 that was meant to auto-setup TeamPlay_AI correctly and provide the above end conditions. It actually works with the rule but does not setup things correctly for TeamPlay_AI.
You may be able to adapt this script for what you want to do here.

The script file is available on this post:
http://faforever.com/forums/viewtopic.php?f=2&t=1109&sid=de778fb425264fa282c6a473e5f551d0&start=70

roj

Statistics: Posted by AwarE — 22 Jul 2013, 04:32


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2013-07-20T17:25:36+02:00 2013-07-20T17:25:36+02:00 /viewtopic.php?t=4499&p=48856#p48856 <![CDATA[Re: Team commander ends.]]>
CopyyyCattt wrote:
Interceptors.

making sure you've air control

Statistics: Posted by lextoc — 20 Jul 2013, 17:25


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2013-07-20T16:39:48+02:00 2013-07-20T16:39:48+02:00 /viewtopic.php?t=4499&p=48855#p48855 <![CDATA[Re: Team commander ends.]]>
CopyyyCattt wrote:
ColonelSheppard wrote:offering? you mean want..
if you put some code here and people like it (which i doubt) then we can go on talking

After some inspection This can be changed by editing a single line in lua.scd.


Just curious, where does the change need to be made, because lua.scd has many files in it. Perhaps we can mod in other game ending conditions.

Statistics: Posted by The Mak — 20 Jul 2013, 16:39


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2013-07-20T15:52:08+02:00 2013-07-20T15:52:08+02:00 /viewtopic.php?t=4499&p=48854#p48854 <![CDATA[Re: Team commander ends.]]>
ColonelSheppard wrote:
offering? you mean want..
if you put some code here and people like it (which i doubt) then we can go on talking

After some inspection This can be changed by editing a single line in lua.scd.
There is nothing to make.
It is just a matter of if you consider a team com ends mode of play to be better than supremacy or at least work giving a go and insert it instead of supremacy.
As long as people agree this mode of play is worth a try over supremacy it will be in the game...

Statistics: Posted by CopyyyCattt — 20 Jul 2013, 15:52


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2013-07-20T15:05:21+02:00 2013-07-20T15:05:21+02:00 /viewtopic.php?t=4499&p=48852#p48852 <![CDATA[Re: Team commander ends.]]> However with the team com ends you also have to add a commander wreckage.
When you have a disposable commander like in supremacy or team com ends a wreckage will prevent players from just suiciding on the front lines.
Say a 1.5k or 2k mass wreckage.

Statistics: Posted by CopyyyCattt — 20 Jul 2013, 15:05


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2013-07-19T03:12:16+02:00 2013-07-19T03:12:16+02:00 /viewtopic.php?t=4499&p=48783#p48783 <![CDATA[Re: Team commander ends.]]> Statistics: Posted by CopyyyCattt — 19 Jul 2013, 03:12


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2013-07-18T22:25:33+02:00 2013-07-18T22:25:33+02:00 /viewtopic.php?t=4499&p=48777#p48777 <![CDATA[Re: Team commander ends.]]>
CopyyyCattt wrote:
Well if their commander is walking towards ur base and u meet him with ur commander chances are he iwll die and u will survive..


transport

Statistics: Posted by lextoc — 18 Jul 2013, 22:25


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2013-07-18T20:02:03+02:00 2013-07-18T20:02:03+02:00 /viewtopic.php?t=4499&p=48766#p48766 <![CDATA[Re: Team commander ends.]]> if you put some code here and people like it (which i doubt) then we can go on talking

Statistics: Posted by ColonelSheppard — 18 Jul 2013, 20:02


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2013-07-18T19:20:00+02:00 2013-07-18T19:20:00+02:00 /viewtopic.php?t=4499&p=48763#p48763 <![CDATA[Re: Team commander ends.]]>

I really think replacing supremacy with this should be discussed and considered seriously.It can make lower level and mid level team games much better.

Statistics: Posted by CopyyyCattt — 18 Jul 2013, 19:20


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2013-07-18T19:19:04+02:00 2013-07-18T19:19:04+02:00 /viewtopic.php?t=4499&p=48762#p48762 <![CDATA[Re: Team commander ends.]]> It makes commanders unimportant and asks for tedious stuff like killing all engies and factories.
Team com ends would still make commanders relevant but not throw any players out of the game.
Your team can be winning but then ur last commanders gets sniped and you lose.

All this means is that a player will never get kicked out of the game, nobody would suddenly have to control half the map, the commanders will still be important and hunting them down would till be important.
If this is possible i propose to give it a try...cant lose anything since supremacy is not played...

Statistics: Posted by CopyyyCattt — 18 Jul 2013, 19:19


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2013-07-18T17:08:33+02:00 2013-07-18T17:08:33+02:00 /viewtopic.php?t=4499&p=48754#p48754 <![CDATA[Re: Team commander ends.]]> Statistics: Posted by CopyyyCattt — 18 Jul 2013, 17:08


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2013-07-17T19:19:30+02:00 2013-07-17T19:19:30+02:00 /viewtopic.php?t=4499&p=48704#p48704 <![CDATA[Re: Team commander ends.]]>
ZaphodX wrote:
lextoc wrote:I can see the suicide coms already

One suicide comm = 1 less to snipe.


If he explodes in the middle of their base they wont have a snipe lol

Statistics: Posted by lextoc — 17 Jul 2013, 19:19


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