Posted: Tue Nov 20, 2012 8:04 pm Post subject:
GDI Upgrade Centre/Beta GDI Radar
Subject description: Why only two upgrade slots?
One thing I have never quite understood is why did the beta GDI Radar (and then the GDI Upgrade centre in release) only have 2 upgrade slots.
When there were always intended to be 3 upgrades (even if WW messed up and only added upgrade No.3 in Firestorm)
Even the radar concept renders show all 3 upgrades and they were mentioned numerous times in WW Chat logs during development.
1. Maybe originally GDI could only build one radar and the player had to make a decision as to which upgrade route to take, sacrificing one upgrade they had no room for!?
2. Maybe it was to encourage the player to build more than one radar, as the loss of this 1 building with 2 upgrades was quite a substantial blow to the GDI Player (and the eventual reason WW removed the upgrade plugs from the Radar and put it onto a separate building) _________________ QUICK_EDIT
What exactly is your point? It does seem to me pointless to be able to build all upgrades at once. There should be an element of choice and sacrifice, especially since they are "upgrades" not requirements. QUICK_EDIT
Well I don't really have one, I was just putting the question out there to see what others thought.
OmegaBolt wrote:
It does seem to me pointless to be able to build all upgrades at once. There should be an element of choice and sacrifice, especially since they are "upgrades" not requirements.
But you can build all upgrades with multiple Upgrade Centres? _________________ QUICK_EDIT
Well I can't remember TS much tbh lol, but at least then it makes you pay more for them all I guess. Though I'd still prefer to force the player to choose.
I mean it could also be foundation sizes or anything. QUICK_EDIT
Posted: Tue Nov 20, 2012 9:58 pm Post subject:
Re: GDI Upgrade Centre/Beta GDI Radar
SMIFFGIG wrote:
One thing I have never quite understood is why did the beta GDI Radar (and then the GDI Upgrade centre in release) only have 2 upgrade slots.
In early stages, the GDI power plant could have no first 'upgrade'. There are in fact 3 upgrade pods, the released version just had the first one done already.
It'll always be speculating... _________________
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Nov 20, 2012 10:01 pm Post subject:
I picture the "original" upgrades only being the ion cannon, and the threat rating node.
It looked like hunter-seekers were planned to be built via war factory, but were later changed to a superweapons probably for being OP
I don't recall any intentions to put a drop pod superweapon in original TS (probably because they had already planned on the dropship bay for that purpose) _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
One thing I have never quite understood is why did the beta GDI Radar (and then the GDI Upgrade centre in release) only have 2 upgrade slots.
In early stages, the GDI power plant could have no first 'upgrade'. There are in fact 3 upgrade pods, the released version just had the first one done already.
It'll always be speculating...
I know, I changed it back like this in TS Retro
But I'm talking about the Radar/Upgrade centre not the powerplant!?
Team Black wrote:
I picture the "original" upgrades only being the ion cannon, and the threat rating node.
It looked like hunter-seekers were planned to be built via war factory, but were later changed to a superweapons probably for being OP
I don't recall any intentions to put a drop pod superweapon in original TS (probably because they had already planned on the dropship bay for that purpose)
Drop Pods were also orginally planned as a superweapon in vanilla TS. However what their prerequisite would have been is unknown as the TRN plugin was recycled in FS as the Drop Pod Node.
As for the HS from warfactory, you may be correct about this, but afaik the HS node has always been the HS node. _________________ QUICK_EDIT
You could speculate that they could have ditched the threat rating node, which they then decided to turn the HS into a superweapon.
Seems more likely they planned all three right off the bat
All 3 are mentioned as superweapons in WW chatlogs and TS Previews
Which are much harder to find these days and archive.org seems to be offline.
Eitherway the Threat rating node is in the TS rules.ini fully coded but unused.
Along with the Hunter Seeker Node and Ion Cannon Node. Which of course are used. _________________ QUICK_EDIT
well i think this was intentional and not a mistake by WW for haveing 3 upgrades and 2 slots i think its like adding the 3rd upgrade is like a optional extra BTW the 3rd upgrade is not available when the 2 shots are fulled. More over i think it stops the player from being over powered. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Nov 21, 2012 3:24 am Post subject:
I remember using the thrat rating node, but I never saw a difference. I know what it was designed to do, but what does it actually do? _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Well I think this was intentional and not a mistake by WW. Having 3 upgrades and 2 slots, I think it's like adding the 3rd upgrade is an optional extra. BTW the 3rd upgrade is not available when the 2 slots are filled. Moreover I think it stops the player from being over-powered.
I remember using the thrat rating node, but I never saw a difference. I know what it was designed to do, but what does it actually do?
When constructed, it sets a variable in the owning house to True (HasThreatRating/EnableThreatRating) but nothing happens or checks that variable IIRC. QUICK_EDIT
I remember using the thrat rating node, but I never saw a difference. I know what it was designed to do, but what does it actually do?
When constructed, it sets a variable in the owning house to True (HasThreatRating/EnableThreatRating) but nothing happens or checks that variable IIRC.
I'm pretty sure it starts reading the following values for the house's units (and base defenses, IIRC), instead of the default "dumb" values. I've seen harvesters and APCs avoid enemy units and defenses after that house had constructed a TRN.
AvoidThreats=yes in the team in AI.ini makes this happen.
Yeah. I've also noticed my own harvesters (although not APCs) avoiding enemies sometimes. Like, I order my harv to move from point A to point B, and there's enemies between the two points, and the harvester decides to go some other way than the fastest one (even if I would order it multiple times). I'm not entirely certain if the usually fairly good pathfinding has just been stupid or if the harvester has really tried to use a safer route though. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
But at the same time your Harvesters will sometimes decide to just drive into the middle of an enemy base though...
True. I remember one case where my harvester would've survived if it had went to my base via the fastest route through enemy units (due to the enemies not having enough DPS for destroying it fast enough), but instead it took a longer route and got destroyed because the enemy units hunting it were faster than it was (and the enemy units got more time for shooting it before reaching my base). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
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