Forged Alliance Forever Forged Alliance Forever Forums 2013-11-13T22:20:15+02:00 /feed.php?f=2&t=5743 2013-11-13T22:20:15+02:00 2013-11-13T22:20:15+02:00 /viewtopic.php?t=5743&p=58032#p58032 <![CDATA[Re: New game mode idea: second in command]]> I haven't been able to test it yet (no one will do it with me), so I don't know how well this works.

Statistics: Posted by RoundTabler — 13 Nov 2013, 22:20


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2013-11-13T21:18:53+02:00 2013-11-13T21:18:53+02:00 /viewtopic.php?t=5743&p=58027#p58027 <![CDATA[Re: New game mode idea: second in command]]> Statistics: Posted by sasin — 13 Nov 2013, 21:18


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2013-11-13T06:37:43+02:00 2013-11-13T06:37:43+02:00 /viewtopic.php?t=5743&p=58006#p58006 <![CDATA[Re: New game mode idea: second in command]]>
errorblankfield wrote:
I'd like a straight forward 'all combat units are this guys' and 'everything else' is the other guys -with no crossover. ...

Really just need a 'five seconds after non-engy is built, auto give to X'. ...


Agreed. However I think that sometimes something more elaborate is required. I wouldn't mind if some units, like transports and attacking structures, were dual control. I think that unit control should revert to the SCU player on idle. So that the unit will execute any waypoint or patrol path commands. This means that the ACU player can organise a ferry route and manage the logistical activity of delivering units into the combat zone. On arrival they go idle and there is a control handover ;)

Statistics: Posted by Hawkei — 13 Nov 2013, 06:37


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2013-11-12T11:38:55+02:00 2013-11-12T11:38:55+02:00 /viewtopic.php?t=5743&p=57920#p57920 <![CDATA[Re: New game mode idea: second in command]]>
Really just need a 'five seconds after non-engy is built, auto give to X'. Which honestly, I wish we had now. I love base management and get annoyed when attacked/have to mirco. If I could just have my factories spew units and let someone fight with'em for me, I'm a happy guy. But the current game makes me select them manually then transfer control which is annoying.

At least I'll be able to bind it to a key once lazy share stops conflicting with my other mods.

Statistics: Posted by errorblankfield — 12 Nov 2013, 11:38


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2013-11-12T07:22:54+02:00 2013-11-12T07:22:54+02:00 /viewtopic.php?t=5743&p=57913#p57913 <![CDATA[Re: New game mode idea: second in command]]>
For a Sup Com crossover, this would be hard because the ACU is both an engi, and a strong combat unit. However, it would be cool if one player controlled all structures and engis, and the other all military units, with the acu having a 'joint share' where both players can control it. Granted, this means they would have to work together to get anything done. Plus, after a basic base is built, not much more attention is needed, so that player can either manually reclaim trees, or just use an acu while his mate controls all the tanks

Would be a fun mod.

Statistics: Posted by Tex — 12 Nov 2013, 07:22


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2013-11-12T06:19:39+02:00 2013-11-12T06:19:39+02:00 /viewtopic.php?t=5743&p=57911#p57911 <![CDATA[Re: New game mode idea: second in command]]>
1. Both ACU and SCU gate in together.
2. The SCU does not have any build patterns. (But it can assist the ACU and upgrade itself)
3. The ACU and SCU are under the compete control of their respective players.
4. Idle combat units can be commanded by the SCU. (including combat engineers for UEF)
5. Engineering units and factories can only be controlled by the ACU.
6. Quantum gates and SCU's cannot be constructed.
7. Overcharge does only minor damage to SCU's.
8. Victory condition requires assassination of the ACU.
9. If the SCU is still alive, they will have the ability to launch a revenge attack (5 mins) which if successful would result in a draw.

Statistics: Posted by Hawkei — 12 Nov 2013, 06:19


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2013-11-11T19:14:22+02:00 2013-11-11T19:14:22+02:00 /viewtopic.php?t=5743&p=57872#p57872 <![CDATA[Re: New game mode idea: second in command]]>
For those who don't know- in Planetary Annihilation, all players on a team can control any unit on their team, regardless of who built it. This allows the unit micro and eco-whoring to be divided evenly throughout the team, providing a steady stream of attention to almost all units on the map. Sharing not only eco, but APM- which means you will probably have more time to manage your base while your team micros your front lines.

Although there is often more than one path of destruction to take into an enemy base, most players would agree on which to take because the more you play the more your instincts guide you to a well optimized base, eco, and an obvious lane of attack.

^I don't know much about modding/coding and all that jazz, but I imagine this would be difficult. It would make for some damn interesting Seton's games though.

Statistics: Posted by jkleli — 11 Nov 2013, 19:14


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2013-11-11T09:24:53+02:00 2013-11-11T09:24:53+02:00 /viewtopic.php?t=5743&p=57822#p57822 <![CDATA[Re: New game mode idea: second in command]]> Statistics: Posted by Szakalot — 11 Nov 2013, 09:24


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2013-11-11T08:04:49+02:00 2013-11-11T08:04:49+02:00 /viewtopic.php?t=5743&p=57820#p57820 <![CDATA[Re: New game mode idea: second in command]]>

And actually, it brings up the idea that i had for a while and saw it in another game. Usual 1v1 game where one of the players has extra team mate that has no units in game at all but shares all the eco and intel with his mate. This could easily be used as a mentoring system for higher skilled player to teach other players and share their knowledge :)

Statistics: Posted by Mad`Mozart — 11 Nov 2013, 08:04


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2013-11-11T07:35:57+02:00 2013-11-11T07:35:57+02:00 /viewtopic.php?t=5743&p=57819#p57819 <![CDATA[New game mode idea: second in command]]>
- Games are 2 v 2. Each team has 1 'commander' player, and 1 'second in command' player.

- By default, the commander player is a full-fledged player (starting with an ACU and resources just like in a normal game) and the 'second in command' player has no units, has shared vision with the primary player, can look around the map, ping, and chat. He is to be considered the subordinate of the primary player. He executes his will and orders (see below).

- The commander player can select units and give them a new 'special' move or attack order: the result of these is that the control of these units is given over the second in command player, and the target location of the order is pinged to him. The second in command player would then execute the order as he sees fit. The nature of the order can also be further detailed through team chat. For example: "Take these ships and assault that point, retreat to base if overwhelmed ...". There are no obligations or restriction on what the second in command does with the units, but the intention is that he listens to his commander.
The commander can retake unit control when he wishes and the second in command can also return unit control back to the commander when he wishes.
Engineers (including ACU) cannot be transferred this way, in order to keep it simple and to keep the second in command's focus on combat/unit control/micro.

- Additionally, when an sACU arrives, it is under full control of the second in command. There could be one pool of resources, or separate pools, with giving of resources enabled. This might give a nice twist to sACU's (there is also a human in the sACU in the game's fluff...)

I think it might be fun to play as an alternative. I don't know how hard it would be to code though.

Statistics: Posted by Wakke — 11 Nov 2013, 07:35


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