Thoughts on rks_explosions mod

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Thoughts on rks_explosions mod

Postby JeeVeS » 25 Jun 2014, 13:46

I'll preface with the fact that I respect anyone that puts their time and effort into improving FA and FAF, and I have no doubt that this is the intent of the rks mod developers. This being said, there isn't a single aspect of this mod in its current state that I find appealing.

Most importantly, some large unit death statistics are being altered. For example, a megalith dying currently does over 33000 damage in total, up from 7500. Fatboy is quite similar. Much of this damage is being done to the wrecks as well, lowering the reclaim value of these units by several thousand mass.

Personally, I don't find a single one of the explosion effects to be more attractive than those of the standard game. The majority of them look like out-of-place sprite effects that were ripped off from a Game Boy Advance game like Golden Sun. I'm running maxed out settings on 1080p with 8xAA and bloom on. At no point in time have the normal death explosions struck me as inadequate or requiring attention. However, if the game incorporated rks mod explosions in its standard form, I would find myself wondering what THQ was thinking. Am I the only one that thinks bright green blobs and cheap-looking clouds of flame contradict the normal style of the game?

Is adding goofy effects to the game really a primary concern of the community? What about fixing all the connection and desync issues, expanding the player base, tightening balance or improving hardware lag? There's a lot of gifted people here that would like to make faf better. I feel like your talents might be better utilized in other areas.
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Re: Thoughts on rks_explosions mod

Postby Ze_PilOt » 25 Jun 2014, 13:52

It's a mod, it's your choice to use it or not.
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Re: Thoughts on rks_explosions mod

Postby Paul Kauphart » 25 Jun 2014, 13:59

I won't say anything on the appealing of the explosions, that's part of the personnal preference domain, and anybody has one.

However, this interrogates me :

JeeVeS wrote:Most importantly, some large unit death statistics are being altered. For example, a megalith dying currently does over 33000 damage in total, up from 7500. Fatboy is quite similar. Much of this damage is being done to the wrecks as well, lowering the reclaim value of these units by several thousand mass.


I thought this mod was purely cosmetic, please rks, can you confirm ?

Finally, i'll back-up ZeP on that, it's a mod, using it is a matter of choice, and I don't thinks there is ever a plan of making it mainstream. And if there was, it would probably involve putting that to a vote.


PS : Since we're discussing choices, I also think it's peoples choices to decide how they want to improve the game through modding. If tomorrow rks wants to make a mod than make explosions throw out clouds of pink and purple flowers, that would be his choice, I would probably think "that's a stupid idea, I love it" and back him up, and it would be my choice. Making it mainstream would be another matter altogether, where everybody's opinion should be taken into account.

Conclusion :
1) Don't like it ? Don't use it, don't bother with it.
2) Like it ? Think it could be improved ? Test it, suggest area of improvements and make constructive critisisms.


PPS : thanks for pointing out that death damage thing, if it happens to be true.
Last edited by Paul Kauphart on 25 Jun 2014, 14:12, edited 1 time in total.
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Re: Thoughts on rks_explosions mod

Postby FireMessiah » 25 Jun 2014, 14:12

JeeVeS wrote:However, if the game incorporated rks mod explosions in its standard form, I would find myself wondering what THQ was thinking.

THQ wont think anything about it, as they are no longer publishers of FA.
All work and improvements to Forged Alliance are made by the FAF community, in the form of mods and patches.

Also, the developer of this mod is a FAF player named RK4000. He's always open to advice, suggestions and criticism about ways to improve his "personal project"
Further to Zep's reply, you can host your own game without the mod, if you don't enjoy joining other games which have the mod running.

Paul Kauphart wrote:I thought this mod was purely cosmetic, please rks, can you confirm ?
Finally, i'll back-up ZeP on that, it's a mod, using it is a matter of choice, and I don't thinks there is ever a plan of making it mainstream. And if there was, it would probably involve putting that to a vote.

I believe Experimental explosions do have small bursts of damage as they explode affecting objects close by, I don't know the values however.
I do not think rks mod is being considered for mainstream integration as it currently has compatibility issues with other mods.

My thoughts, its a nice mod, and many people are enjoying it currently, as shown by the number of games running the mod.
But remember guys, its a beta, many things will change and be improved over its development.
I agree that if wrecks are being affected, that's a kink to iron out ;)
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Re: Thoughts on rks_explosions mod

Postby Mad`Mozart » 25 Jun 2014, 14:48

JeeVeS wrote:Personally, I don't find a single one of the explosion effects to be more attractive than those of the standard game. The majority of them look like out-of-place sprite effects that were ripped off from a Game Boy Advance game like Golden Sun. I'm running maxed out settings on 1080p with 8xAA and bloom on. At no point in time have the normal death explosions struck me as inadequate or requiring attention. However, if the game incorporated rks mod explosions in its standard form, I would find myself wondering what THQ was thinking. Am I the only one that thinks bright green blobs and cheap-looking clouds of flame contradict the normal style of the game?

Totally agree, i thought i was alone thinking that those explosions are looking out of place :roll:

Also people, dont give this bullshit like "dont like it, dont use it". Have nothing against this statement, but in reality many players host their games with this mod and if you want to join and play such game you have to use the mod :?
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Re: Thoughts on rks_explosions mod

Postby da_monstr » 25 Jun 2014, 14:55

RK has repeatedly stated he changes nothing in terms of unit stats. All changes are purely cosmetic.
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Re: Thoughts on rks_explosions mod

Postby JeeVeS » 25 Jun 2014, 15:01

Thank you all for the profound reminders that I don't have to use the mod. Rest assured, I understand. I will not be using the mod. Notice that I didn't call for everyone to remove it; I simply wanted a discussion of its merits. Perhaps I should have made the intent of this "General Discussions" topic more explicit. Here is an updated synopsis of my thoughts:

I don't see the allure of rks_explosions. I want to know what it is people like (or dislike) about the mod.
In particular, do you really find the normal explosions inadequate? Do you feel that this is a more relevant concern than the aforementioned problem areas of FA? Do you really find these added effects aesthetically pleasing and if so, how old are you?

Firemessiah, why don't you reread the part of my post that you quoted. The game's "standard form" would obviously be from the developer before being modified by FAF. Also, "...what THQ was thinking" is clearly the past tense. Thus, the implication must be along the lines of me thinking THQ made questionable decisions while making the game. Your statement in the present tense ("THQ wont think anything about it, as they are no longer publishers of FA...") both belabors the obvious and is utterly irrelevant.
da_monstr wrote:RK has repeatedly stated he changes nothing in terms of unit stats. All changes are purely cosmetic.
Then it appears RK has repeatedly lied to you. Anyone who doubts what I'm saying, start a sandbox and spend 30 seconds verifying it.


Mozart sees where I'm coming from. I have faith that there are more.
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Re: Thoughts on rks_explosions mod

Postby da_monstr » 25 Jun 2014, 15:06

Then there might have been a cock-up somewhere in the mod. I'll tell him to check.
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Re: Thoughts on rks_explosions mod

Postby IceDreamer » 25 Jun 2014, 16:06

RK made it so that subsequent explosions on experimentals all deal damage in a localised radius, instead of just the one damage application in one go. Currently the damage amount has not been adjusted, but will be when the mod gets to the fine-tuning stage, and I believe it may have already been done as of V7 (Coming soon).

As for why I like it? Well, some of it, I don't really like, or think is about the same as normal. However, some of the explosions are absolutely beautiful in my opinion, bring a whole new epic feel. The GC explosion, for example, and the UEF Battleship as well as many more. The V7 aircraft explosions are going to look amazing too :)
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Re: Thoughts on rks_explosions mod

Postby da_monstr » 25 Jun 2014, 16:11

IceDreamer:just wait until you see the special surprise RK has in mind for v7!
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