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jerebaldo1

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  1. "As a result, a plethora of features (23 in all), such as the new galaxy, persistent server support, the ability to capture starbases, the ability to build your own bases in space/planets, the ability to upgrade your CC etc etc. I could go on, but you folks would just get depressed." Well, sir; one thing you could do is leave it up to us, the community, to code in all or some of that stuff. Will this be possible? Hey, a good retaliation in addition to the lawsuit is to make part of your source code open like quake 3. Then we could enhance your baby and take the load off of your back!
  2. Ahhhh, the honor of getting a siddowm order . Guess I didnt know OTS missiles were so destructive since I've never played a BC game. I thought they'd be more like precision cruise missiles , barring the RANDOM, but I suppose I get to cause more havoc than I thought.
  3. Hola....I second the curiosity about attacking planets in multiplayer....doooooood, commander, sir, supreme commander, permission to ask that OTS weapons be enablable in multiplayer via a flag in a config file, SIR!
  4. Ohhh yes, I am a believer of that! Cant wait to jump all over the demo
  5. Thanks for the replies you guys, I appreciate a good discussion. Yeah, I agree that it can pretty hard to come up with a good balance algorithm without resorting to Einstein busting calculus. I for one love going into data files and trying to balance a game. Heh, if I could I'd make a living doing it!
  6. Awright, I get it. That post was too long and disorganized. My original question was: are the assets balanced? Has time been taken to make sure that there aren't any assets/weapons that are overpowered for the cost it takes to get them? Cuz this is important for multiplayer.
  7. Thank you, thank you for the earnest reply; I was beginning to lose hope for honest discussions. My definition of balance is an economic one. An lower monetary and time expenditure will lose to a higher monetary and time expenditure, unless the unit has equal added weakness to balance out the added strength. Skill is a control that isn't factored in here, as it of course is and should be independent from the hardware utilized by the skill. Now what I refer to is say a fighter armed with 2 titanic torpedoes. Those torps are rather costly, and together they will decently damage a battlecruiser. But the fighter has no weapons to combat other fighters or fast moving corvettes expect or its laser beam. But I assume that having fighter to fighter missiles will make the fight pretty darned one way. I must tell you that I just started playing the desert combat extended mod for BF 1942. The balance smells of rotten uterus. Stinger missiles are good for one thing: killing helos and planes. They suck my butt to that end. For hours on end I battled the same helo pilot coming on over me to rocket pod my ass into oblivion. Oh, same fate with designated AA vehicles. Sooo agravating. No skill or ping differential, especially since even rom cover I couldn't hit the helo or plane, and after the first shot it would figure out where I was and the pilot would unload on me. Oh, and infantry vs vehicles is a joke as the designated AT soldier takes 3 closeranged cumbersome shots to kill the tank. And tanks are good at pointblank and long ranges too; they are superweapons. Infantry suck, end of story. No fun for a lover of shoulder mounted weapons like myself. Heh, and I've seen other players ganked all over the place when they try to run AT/AA. Thats why everyone teamkills for the good vehicles. It's madness, its retardation. But of course in UC we have an economics model. So if it takes 2 skilled bazooka toting soldiers to kill a tank, so be it if and only if it costs a lot more than 3 or 4 bazooka soldiers to kill a tank, since tanks have more overall worth than Bazookas and because you wanna penalize the tank player economically for going up against strategically equiped bazooka men. Thats my essay on game balance right there. What I meant by anomolies were unique and strange galactic sightings, perhaps easter eggs if you will, but that fit into the bc mythos. I read a post a long time ago about some guy who found a ship or fighter that when targeted it showed as unknown race and unknown make. They arent bugs, just unique thing to discover in the galaxy that SC and the world builder have artfully crafted.
  8. Uhh oh, I better check out before the forum snobs come down on me for asking 2 perfectly legitimate questions!!! Is there anyone (hopefully SC) that can just answer the damn questions? It's not that hard Bandus, u can do it!
  9. Hey there everyone, I've been periodically lurking around this site ever since BCM was in development. I've watched in fascination how both BCM and this title have matured from start to finish. For sure there's some divine lovin going into each BC product. UC will surely be my first bc buy. I'm curious though as to how harmoniously the assets will balance out, including infantry combat. Personally, I consider myself a freakish perfectionist when it comes to game balance because I find balance the most important bastions of gameplay longevity. Since muliplayer will be widespread with this game, I'm hoping there will be next to no exploits. The singleplayer question regards the various intrigues that ppl hve discovered i the BCM galaxy like unknown/ghost ships and other wierd anomalies. I just LOVE such things because I'm then type that likes to root out these things and discover them. About how many of these anomalies are going to show up in UC?
  10. I am completely new to the BC community. I am waiting to purchase BCG. My question is what sort of vehicles, ships, and weaponry will non-humans own. Maybe they are the same tanks, ships, and weapons as the humans, or maybe not...
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