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Remove Airstrike from nod06a Normal Difficulty #14343

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merged 1 commit into from Nov 15, 2017

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Smittytron commented Nov 12, 2017

This removes the triggered airstrike from nod06a per #12961. To make sure there was still some threat to the player for attacking the village, I added a Humvee, two rifles, and two rockets by the church.

Closes #12961

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How about we add a "Real tough guy" difficulty for this mission that keeps the airstrike instead of removing it completely?

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pchote commented Nov 12, 2017

How about we add a "Real tough guy" difficulty for this mission that keeps the airstrike instead of removing it completely?

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How about we add a "Real tough guy" difficulty for this mission that keeps the airstrike instead of removing it completely?

No objections, but if we go this route I'll need help as I'm still a novice. Deleting code is a lot easier than writing it.

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Smittytron commented Nov 13, 2017

How about we add a "Real tough guy" difficulty for this mission that keeps the airstrike instead of removing it completely?

No objections, but if we go this route I'll need help as I'm still a novice. Deleting code is a lot easier than writing it.

@Smittytron Smittytron changed the title from Remove Airstrike from nod06a to Remove Airstrike from nod06a Normal Difficulty Nov 14, 2017

@pchote pchote added the PR: Needs +2 label Nov 15, 2017

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pchote approved these changes Nov 15, 2017

@pchote pchote merged commit 9d45528 into OpenRA:bleed Nov 15, 2017

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@Smittytron Smittytron deleted the Smittytron:nod06a branch Nov 16, 2017

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Was there a possible way to fix the airstrike problem? I feel that adding in the additional units to the church may be a bit to much for the small top force to deal with. The top force has a bike, light tank, two rockets, two minigunners. They have to run by a medium tank, with another medium tank near by, (Which I haven't confirmed if it will attack on either close proximity or the church) and now with the additional units. The top force is ment to distract the enemy while the south force goes in to steal the crate.

The additional top forces will be much tougher to do this now even on normal difficulty since the first fight you can use infantry to take damage from the medium tank. However, the humvee and two minigunners and two rockets which unit do you use to take damage? Infantry will die vs humvee/minigunners and the bike is a light armor unit which will die to the humvee/minigunners/rockets. The light tank could soak some damage and you could win this outcome but have a very low HP tank to deal with the distraction forces. (Let alone the other medium at the bottom and humvee off to the side you haven't run into yet.)

Plus you have two humvees, two mdiums, and infantry in the main base.

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AoAGeneral commented Nov 16, 2017

Was there a possible way to fix the airstrike problem? I feel that adding in the additional units to the church may be a bit to much for the small top force to deal with. The top force has a bike, light tank, two rockets, two minigunners. They have to run by a medium tank, with another medium tank near by, (Which I haven't confirmed if it will attack on either close proximity or the church) and now with the additional units. The top force is ment to distract the enemy while the south force goes in to steal the crate.

The additional top forces will be much tougher to do this now even on normal difficulty since the first fight you can use infantry to take damage from the medium tank. However, the humvee and two minigunners and two rockets which unit do you use to take damage? Infantry will die vs humvee/minigunners and the bike is a light armor unit which will die to the humvee/minigunners/rockets. The light tank could soak some damage and you could win this outcome but have a very low HP tank to deal with the distraction forces. (Let alone the other medium at the bottom and humvee off to the side you haven't run into yet.)

Plus you have two humvees, two mdiums, and infantry in the main base.

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It's not easy, yeah. Fortunately you get reinforcements after destroying the village.

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abcdefg30 commented Nov 16, 2017

It's not easy, yeah. Fortunately you get reinforcements after destroying the village.

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Aye and those reinforcements formed with the existing force. With a more damaged force coming together with the reinforcements could be some problems under normal difficulty.

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AoAGeneral commented Nov 16, 2017

Aye and those reinforcements formed with the existing force. With a more damaged force coming together with the reinforcements could be some problems under normal difficulty.

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Considering mission difficulty, I go by the Super Mario Maker philosophy: If I can't handle it, it doesn't get published. After testing this I actually think we could go super hard for a 'real tough guy' difficulty by putting the player on a timer for incoming GDI airstrikes.

I'm trying to learn just enough lua to make extra difficulties in missions that lack them. If I can figure things out, I may revisit this one to make more of a difference between difficulty levels.

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Smittytron commented Nov 17, 2017

Considering mission difficulty, I go by the Super Mario Maker philosophy: If I can't handle it, it doesn't get published. After testing this I actually think we could go super hard for a 'real tough guy' difficulty by putting the player on a timer for incoming GDI airstrikes.

I'm trying to learn just enough lua to make extra difficulties in missions that lack them. If I can figure things out, I may revisit this one to make more of a difference between difficulty levels.

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AoAGeneral Nov 18, 2017

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With the philosophy I can understand that. But keeping in mind that CNC95 had the missions set as they were for a criteria.

Back then people weren't really high on the APM scales nor was the game catered to that affect. With everyone adapting to be able to handle large scale armies a lot of the missions are a bit more on the easy side. But this doesn't suit with everyone.

A lot of people enjoy the skirmish games and missions at the scale they are at. For the higher difficulty I say scale it higher. (IE: Such as airstrikes on timer). But for normal if the airstrike can't be fixed then that is fine. But adding in the extra units just made it tough guy level difficult then what it was ment to be.

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AoAGeneral commented Nov 18, 2017

With the philosophy I can understand that. But keeping in mind that CNC95 had the missions set as they were for a criteria.

Back then people weren't really high on the APM scales nor was the game catered to that affect. With everyone adapting to be able to handle large scale armies a lot of the missions are a bit more on the easy side. But this doesn't suit with everyone.

A lot of people enjoy the skirmish games and missions at the scale they are at. For the higher difficulty I say scale it higher. (IE: Such as airstrikes on timer). But for normal if the airstrike can't be fixed then that is fine. But adding in the extra units just made it tough guy level difficult then what it was ment to be.

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