SAKO_X wrote:i think that you two are being a bit harsh.
this mod idea will only work if it is very well balanced; so no bonus is OP or UP, but if it IS balanced then it will be similar to gun/t2 upgrade on com. each has its own place and the two can be a hard decision to choose between.
if its balanced then actually it wont break grame balance at all; since no numbers in the op were given, there is little point to talk of balance right now, but if its not well balanced then it will end up as brnk described.
what this will allow you to do is to pick a bonus to reinforce your strategy for that game, and i think this may promote creativity and variation in gameplay, so you dont see the same thing happen every single game. (you must admit you like those replays when one guy does something crazy)
(everyone go gun on canis
) and if it does then i think this will be a good idea, not because the mod is so amazing but because of the gameplay it encourages
(teamwork, creativity, cheese).
more importantly, here is an example of someone trying to contribute to the community and we should encourage this sort of stuff to happen and help it flourish, even if its not always a good idea, becuase we are a small community and benefit from any contribution. (personally i think this mod could go either way)
as for coding, phantom x already gives mass bonuses to some players, so its not as hard as you think, as some of it has been done before.
having said that, i think this will still be hard to make (and just as hard to balance properly), and you may have to do it yourself. if you dont/wont/cant then im afraid that it might not be a reality.
i think you should still give modding a try, its amazing what you can do if you put yourself to it, good luck making this real!
Thnx for the replies. Every bit of logic is welcome here and I can't really disagree.
When I posted this thread, I already knew there would be pro's and con's to it, so no offense if you speak up at all.
Yesterday I had a short chat about this with wowAulex in the chat lobby. He needed a lunch break, so we couldn't talk about it forever though
. By the way Aulex: if you read this: hope you enjoyed your meal
.
Anyway, since I was afraid for the OP-warnings, I also suggested in my first post to perhaps adding a downside to it.
So simply put:
each player chooses a bonus, but should choose a downside as well.Imo, you'd think nobody would ever pick a "- #% mass", and I agree in a 1v1, but what if you have a team and somebody chooses to compensate that for you? To be honest, I do not intend to force mass/energy bonuses or something like that, I'm just suggesting some minor extra advantages and thus disadvantages as well for good co-op players to figure out. I'm not a pro, so I don't know which bonuses or downsides to sum up in order to not break the game.
Aulex suggested to couple the bonus and downside together, which is a good possibility that crossed my mind already when starting this thread. This might have one downside though. Let me use an example (imagine you are now ingame and using this mod thingy
):
You go bomber first against a player. When your bomb drops on a engineer, it's still alive. By then you could have figured out that player opted for a health bonus on the engineer.
Suggesting you already know the coupled downside to that bonus, imo it's too easy to shout to your team mates: "Djents, that player is more vulnerable there!"
That's why I'd opt for a non-coupled bonus and downside. During the force pause at the start of the game, this can be discussed.
Also, you (singular or plural) don't need to pull out the bonus card first.F.e.: don't use an overpowered bomber first, but keep it as a last resort or something like that (when all seems lost f.e. end game). Even when the opposite team scouts it, they might not be able to tell it's OPed or not and thus not considering it a threat.Or... and please do not forget that: underpowered F.e.: "Well djents, I'm building a Mavor. Let them scout it and focus on it. Little do they know that won't be the main threat, since I chose to underpower all artillery based structures. And no worries: as a bonus, I chose (f.e., just brainstorming a bit here) "- #% cost on artillery based structures".If you play in a team and you know each other and the opposite team members (like I see in high ranked replay matches where you guys rock in co-op), this is an extra thing to encourage the team, mind game and surprises indeed. Imo even every good player can have a "DAMN I NEED A LOT OF COFFEES NOW BECAUSE I'M SLOOOOOW IN ATTACKS PER MINUTE"-day. Here this mod could help and use your mind a bit
.
Personally, I think I couldn't take the initiative to start programming the mod, which doesn't mean I can't once community starts to accept the "trial" being tested by high ranked players. Either way I see it: they make or break this concept. They know each and every number, advantage, weakness and so on for each faction. I don't. And as usual, I say that as a humble noob
.
PS: @BRNKoINSANITY: what IF every player chooses ACU speed bonus? Then what's their downside? And even if you disregard the downside, you could have the ACU speed bonus as well, still taking profit of your well-known faction advantages