TA BattleFleet: Difference between revisions
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== TA_BattleFleet Mod == | == TA_BattleFleet Mod == | ||
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[[Media:http://www.fileuniverse.com/images/screen231.jpg]] | |||
[[ | For while ported from OTA TA_BattleFleet to enhance gameplay according | ||
to Spring and create new units to balance the game. | to Spring and create new units to balance the game. | ||
Revision as of 01:37, 5 December 2006
TA_BattleFleet Mod
Media:http://www.fileuniverse.com/images/screen231.jpg For while ported from OTA TA_BattleFleet to enhance gameplay according to Spring and create new units to balance the game.
TA_BattleFleet was a balance mod originally done for years for TA, but never delivered, being developed by VonGratz. Last version, still without limited plane fuel and ammo [1] Limited Fuel & Ammo for planes Mutator http://www.unknown-files.net/index.php?page=browse&dlid=1968
Details of th first concept are as follows: My own view was to create something more "human", and, because this, I avoided third party giant kbots or super-units that could destroy all the enemies, and unfortunatelly also the game balance.
As I love air-naval battles, a large number of units were created or utilized from 3d party unit makers.
Ive started the OTA TA-BattleFleet years ago with UH in mind, but after so many modifications and tests, these led to a diferent concept, pointing the ARM versus CORE strategies. The former utilizing more hit and run tactics and attacks, and the later ever a massive ,heaviest and slow war. The new ARM planes developed are for tactical fight, and CORE utilizes heavy bombers like the new Carnage for mass destruction. Several new ship types are included, and the level one is a complete set, with slow and small battleships, escort carriers, escorts and construction subs,these later units, inspired in TLL Race,perform an incredible change to a better fighting in sea maps.Other "special" units at first look can appear as redundant, but the gunboats,for example, are very shalow in the water and can sail where not other ships will.
The AAI ai is very compatible with the kind of war Ive dreamed to fight, full of adrenaline ,remembering for me old TA massive battles, and, with Submarine authorization Ive included it in the mod with new specially created files.
Some land units are included as a test,more especifically heavy tanks and vehicles, to decide after what will stay there.
About 30 units still not are finished, and some maybe never will came to light, but about ten are very important to the final balance.Strategic and tactic nuclear weapons are part of this mod, that will include several Nuke launchers:Two subs for both sides,one kbot for ARM and one vehicle for CORE.
The balance Im looking for not is "one for the A ,one for the B", with same caractheristics, but diferent designs.What Im trying is the inverse.
If you would see the US and Soviet weapon development, several times they have radically diferent approaches.Imagine two diferent races....
The balance Im trying to get is for example..
CORE NAVY have an Air Command Ship, the Fireshield, with long range AA weapons, ARM balance not was done creating a counterpart, but a long(not so long, because a plane have far better mobility) range missile plane, the SeaRavager. The Leviathan, an ooolde Cavedog CORE sub, now a true sub, with cruising missiles (that are already in the original model,but not were implemented)
not have an ARM counter, but ARMada now have a little ASW plane level one, not a fast torpedo seaplane to help the balance.
Also, because the ARM philosophy of hit-and-run tactics, a new sub, the Tiburon was created as a "torpedo sniper". CORE will have an only missile battleship - the Nightmare, ARM a very
slow and vulnerable ARSENAL ship.The former was designed for naval combat, the later to smash shore resistance.
CORE have heavier bombers for massive devastation like the Core Carnage - that still needs some enhancing in weapons, ARM new planes are mainly for hit and run attacks.
Core armored vehicles are massive, like Tigers in WW2.ARM have faster and not so well protected tanks like the COVERT.A nearly all-terrain ARM anti-tank kbot will help to stand the CORE hordes. All of this will be ported for free copyright models, sounds and textures in the Phase II.
LIMITED FUEL & AMMO SUPPLY for planes
Im testing this and Ive resolved to put the fuel/ammo limit for planes not as option,but as part of the mod development. I loved this style of gameplay very much.Planes now have a more realistic behavior.They wait landed to be refueled when pads are full,
stop attacks when fuel is low,and my ammo balancing do
not gave any trouble, because they fire all times that are needed. Of couse the Sidedata buiding list needed changes, and more builders have pads in their menus.Also two mobile pads were put ingame to supply small planes.. I will resurect one project, a carrier-cruiser, the Convoyeur for the ARM, that was planned to support planes in long range missions, but in the case of TA, planes flighting all time, it not are needed. Also I intend to put a landing pad in the CORE Nightmare only missile battleship.
MOD Pad Especifications
SMALL - For fighters and other little planes, that are the 2 new mobile ones.
MEDIUM - Only for the Navies, in the carriers and floating pads, to supply heavier planes (but not the last listed below) and sea-plane bombers.
HEAVY - They are the land based pads, for long range patrol planes and bombers.
Note that all "lower" level planes can be replenished by the "higher" level pads, but not the inverse.
PROJECT PHASES
PHASE I
Complete the units stuff and balance the game Create new textures for three races Create new sounds for three races
PHASE II Create new races - three at all - Their concept design and models, to substitute the Cavedog ones and old models & units from 3d party and my own made.It will utilize the gameplay, sounds and textures of the above, but migrating to UVMapping.