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Balance/progression[message #127244] Sat, 01 July 2006 07:05 Go to next message
LCJr.

 
Messages:83
Registered:November 2001
With all the optional features of 1.13 how do you plan to maintain the balance/progression in your mod? Seems to me just enabling one of the major additions like the roaming militia could alter the whole experience. Are you going to try and incorporate all the new features into your mod?

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Corporal 1st Class
Re: Balance/progression[message #127245] Sat, 01 July 2006 07:47 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
this is a good question

off course i`ll try to incorporate the features that i like and try to minimize the damage done by features that i don`t like

i think i will have to make major adjustments (including turning off some features) to the ja2_options.ini and recommend my players not to alter them if they want to have optimal gameplay. All that want a harder fight will have the chance altering these things, but for my mod, there will be some sort of progression re-integrated

So for instance i had a testgame on expert mode and within 4 fights, i had enemy reinforcements 3 times or somesuch and that is just bullshit. So i will have to lower the chances for such reinforcements in the options ini

becasue the reinforcements are simply coming all at a time into the map, have no shedules and have therefore incredily shitty combat behaviour. I prefer smart, handplaced AI

so if i don`t set reinforcements to false, i think i will have to reduce that value in options.ini

roaming militia

the bad things about roaming militia is that on novice level they are too strong and on insane they`re pretty useless. I guess this will be disabled. It would be cool to be able to activate it somehow by an ingame trigger, for instance if the russians have free supply lines (new quest), they might send you troops to assist you (roaming militia)

then weapons and equipment will have to be corrected and balanced. Finding an NVG level 3 in the second battle to happen in the campaign won`t macth my storyline

meeting tons of elite soldiers straving aimlessly through the country is complete bullshit storywise so i will have to cut down the number of additional elites for each difficulty level too

in my mod there will be tons of additional npc/ RPC chars so ithe battles aren`t supposed to take ages otherwise the player will get frustratet before even being able to hire the new cool chars

so this is another reason to cut down on the enemy numbers. What i can do is keeping them high for insane level so people that give a damn about stroy and balance could be recommaended to play insane level

that said, it is still possible that many of the new features will match the storyline. So they`re in. If they`re against the storyline or game world logic ad/ or unbalancing or causing crashes and problems, i`ll try to have them switched off

there is still the problem of enemies not detecting their own mines. I haven`t tested yet (as i deleted nearly all mines and traps for older 1.13 versions to work) but i hope that will be optional at one point. Or completely turned off again.

of course basic things like weapon balancing and item availability will have to be worked over seriously. But the weapon balance early game is fun, there is a lot of lead flying around but due to short ranges, the enemy doesn`t hit much and can`t take many hits. It plays great in early game Wink

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Sergeant Major
Re: Balance/progression[message #127246] Sat, 01 July 2006 12:05 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Scorpion, if/when I get around to getting .NET, and you are getting ready to release your mod, let me know if you want me to completely disable ANY INI options. With about 10 minutes to edit, and half an hour or so to compile, I can disable the entire INI file and every option in it if you want.

Or you can always have someone else do it. Or if you can compile the code, I can make the neccessary changes. Etc... one way or another.

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First Sergeant

Re: Balance/progression[message #127247] Sat, 01 July 2006 19:08 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
thx a lot Kaiden

this is certainly an option that i can consider. Although i think the number of players editing the INI options before their first attempt might be rather small, i`m also not sure if i want to force them to play the mod the way it`s supposed to be played. I think further testing migth reveal if it is necessary to hardcode some settings instead of using an INI

ATM i mus first figure out a balance that i like, and there`s a lot to be considered

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Sergeant Major
Re: Balance/progression[message #127248] Mon, 10 July 2006 04:34 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
weapon availablity is tweaked alot now already and will befurther tweaked

BR will sell a more limited variety, Tony will specialize for certain types of guns, and other traders will sell other guns as well

The guns available for the army might not look very spectatcular, but some of them will be highly customizable due to new attachments

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Sergeant Major
Re: Balance/progression[message #127249] Wed, 16 August 2006 03:30 Go to previous messageGo to next message
taxacaria is currently offline taxacaria

 
Messages:5
Registered:August 2005
Location: Germany (Old Europe)
@scorpion
something we've start to discuss in another thread :
your super night vision sniper rifle.
(imo the ai is not ready to handle such stuff)

as far as i have seen, the ai isn't good at all if attacked by a sniper - and at night the ai is even weeker. that's a general problem.
as you've said enemies don't make use of their possibilities.
i'd suggest to request an ai upgrade, if possible.
---
it sounds more like an ego-shooter-feature to me,
to have an night vision scope with 200% viewing range to shoot the enemies unseen from safe distance
is there a special reason for this implementation, for example map design ?
and what about ingame availability of gun/attachment and ammo?

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Private
Re: Balance/progression[message #127250] Wed, 16 August 2006 04:30 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it`s not a super nigth vision sniper rifle

the 105 percent i wrote about was the 1.13 default sniper scope! My scope has 60 percent plus high degreee tunnel vision 70 percent or such

for the short ranges in night combat, this means everybody who is ready to trade of the aimbonus of a normal scope and -1/ -2 AP epnalty for the NSPU-3 gets about as much advantage as if he had the night ops skill. This is not much more. It is mainly useful for characters that have no night ops skill to be of any use in night battles

i`ve had the situation that top level mercs like magic or ivan were close to uselsee in night battles compared to level 6 stephen or level 7 raven. However, with the night scope, you can have your NO guys as scouts (no tunnel vision) but your normal guys without NO can still be of use as snipers and to cover "hot spots" in certain areas

once the ai knows their position, they`re rather likely to get a molotov cocktail thrown at them, so you can`t camp too much, even in cover you^d rather move.

atm i`m unsure as to let the AI use the scope, as they`d have it on their guns in daytime too which is useless. But only allow th eplayer to use it is even worse.

Bottomn line: the advantage given by the night scope with my values is rather small, it`s however useful to observe "hot spots" or cover your squad members backs from an safe position

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Sergeant Major
Re: Balance/progression[message #127251] Wed, 16 August 2006 05:42 Go to previous messageGo to next message
taxacaria is currently offline taxacaria

 
Messages:5
Registered:August 2005
Location: Germany (Old Europe)
ok - then the range seems much more acceptable.
---
the ai can be tricked very easily by a sniper -
he only has to change his position from time to time, long camping isn't healthy but you can avoid it easily ( or use of several snipers or other distractions...
---
***edit***
ai upgrade :
the enemies should decide, if they're using an attachment or not - depending on day/nighttime
then you only have to equip them.
i think it's strange if there is a guard with uv night vision googles and ir night vision sniper gun standing on a roof in bright sunshine and guarding something...

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Private
Re: Balance/progression[message #127252] Wed, 16 August 2006 08:20 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
exactly

however, if i disable enemies from getting night vision scopes at all, no additional coding is required

i try solving balance issues by balancing and not by additional code, so that`s why i`m still unsure

i could think about making the night vision scopes rare, like only very few of them in the game. but then it`s still unfair for the player side

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Sergeant Major
Re: Balance/progression[message #127253] Sat, 26 August 2006 08:15 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
about nightscopes , givin a few to enemies would be good !make us scamper around in dark with camouflage while dodgin bullets a challenge.....

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Captain

Re: Balance/progression[message #127254] Tue, 29 August 2006 06:29 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes. the trouble is that the AI tends not to care whether it's day or night so they'd use them at day too which is a waste of attahcment slots and looks very odd (think of cleaning a desert sector in bright light and finding your enemy dropping nightscopes... this is very unsexy

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Sergeant Major
Re: Balance/progression[message #127255] Tue, 29 August 2006 07:13 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
hmmm , yup so be rid of scopes n we can eat more carrots (old english saying , supposed to help you see in dark , pilots reputedly used em but, cmon ,rabbits sleep all night ! Very Happy )

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Captain

Re: Balance/progression[message #127256] Sun, 10 September 2006 19:10 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Quote:
Originally posted by LCJr.:
With all the optional features of 1.13 how do you plan to maintain the balance/progression in your mod? Seems to me just enabling one of the major additions like the roaming militia could alter the whole experience. Are you going to try and incorporate all the new features into your mod?
this has become the key problem of the mod

it's astounding how LCJr figured this so fast and earlier and i took it lightly all the time :armsfolded:

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Sergeant Major
Re: Balance/progression[message #127257] Mon, 11 September 2006 09:11 Go to previous message
Gincan is currently offline Gincan

 
Messages:15
Registered:August 2005
I think in the end, if they manage to externalize quests and locations, there is really no limit to
how the game can evolve. I don't think all the options should be much of a problem cause you only
use those that go in line with the story and turn the rest of, they don't even have to be in the ini.
Right now there is still lots of bugs, but a running beta allways has.

When the important hardcoded constants are externalized, a separate stable ver 1.0 of 1.13 should be set upp, one that is bugged out and
ready to mod. Then a different exe with all the crazy requests from god knows who could be maintained for the vanilla gameworld.

Maybe you should ask mugsy and lalienxxx to keep the current exe somewhat free of fan requests until you've got a moddable platform, or have two sets like one that don't ad and change to xml:s, exe, new files every two days for modders and one for vanilla gameworld, to the latter they can ad all the crazy things fans want.

I don't know how much of a work it would invole setting up a mod specific SVN but you could ask lalienxxx as he did the setup. It would give modders more control of what gets added and don't.

About 1.13 and hype, I think it will last cause
JA3 will be much harder to mod, allmost all new
games require huge teams, 30+ guys and 2-3 years
to make a mod, there are still lots of people playing and modding Doom cause it's simple and so
hopefully 1.13 will be.

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Private
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