A Non Attack Timer

Discussion in 'Support!' started by vackillers, November 13, 2013.

  1. vackillers

    vackillers Well-Known Member

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    Is it conceivable that we could have this as an custom game option at some point in the same way we'll be able to set up various other custom options, bit like supcom?
    bradaz85 and Timevans999 like this.
  2. cola_colin

    cola_colin Moderator Alumni

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    I would guess yes, once they implement more game modes. A no rush timer is pretty easy to implement, so I can't see why not.
  3. BulletMagnet

    BulletMagnet Post Master General

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    It's been stated on the forums that we'll get no-rush mechanics.
    stormingkiwi likes this.
  4. vackillers

    vackillers Well-Known Member

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    ah okay bullet, I haven't seen it posted anywhere...
  5. mushroomars

    mushroomars Well-Known Member

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    I think a more elegant solution would be to just stick everyone on different planets. But I won't argue my point, as a no-rush timer is pretty easy to do.
  6. stormingkiwi

    stormingkiwi Post Master General

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    no rush means when the timer expires that you'll be rushed hard
  7. thetrophysystem

    thetrophysystem Post Master General

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    Hahaha. True. Like in GTA5 passive mode and you sit there holding a shotgun up to his face daring him to take it off just for a fraction of a second.

    Anyway, release date having tons of custom game mode settings is fine. No rush timer is ok. I hope considerations are made to make "turrets" fire during no rush but not units. I could see ant armies walking into bases past the turrets, and once no rush is off destroying it from inside out.

    Should the commander attack during no rush? He is an important defensive unit early game, but also can attack. ...nah, let him attack, in any normal scenario where he did then he would just get killed by turret beginning of game OR get sniped the second the timer ends.
    stormingkiwi likes this.
  8. vackillers

    vackillers Well-Known Member

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    it would act the same as how it does in supcom, where each army has a dedicated start area where you cannot move units out of the start zone for x-amount of minutes. This is to specificlly prevent just loading up enemy bases with your units till timer is gone. Starting on different planets is going to be in the game which you can say is basically a no rush timer of sorts anyway, I'm just thinking for games where I might only want to create just 1 big big planet with lots of tiny asteroids/moons to fly into it, think after awhile starting on different planets might get a little tiresome as it will essentially be the same strategy every game almost in my eyes.
    bradaz85 likes this.
  9. superouman

    superouman Post Master General

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    No rush 15, guys!
  10. thetrophysystem

    thetrophysystem Post Master General

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    That works, it just feels criminal to endorse a system that limits how long before you can go rush mexes. I mean the mexes are the game, rushing them is harmless expansion and isn't technically rush-attacking, although one can lead to another if you want the same metal spot.

    But as I can avoid games using it in the options, I endorse adding this for those who want it.
  11. Dementiurge

    Dementiurge Post Master General

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    Why not just skip the 15 minutes and get to the good stuff?
    Spawn with an army of T2 fabbers, mexes and pgens and get that war machine rolling from second 0:01!
  12. superouman

    superouman Post Master General

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    The egg is partially what you ask for except without T2 stuff but a different game mod could certainly allow spawning of any kind of units.
  13. Dementiurge

    Dementiurge Post Master General

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    Pretty sure the OP wasn't asking for something that would need to be modded in, by modifying a feature that is still only theoretical.
  14. stormingkiwi

    stormingkiwi Post Master General

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    Rise of Nations handled no-rush really well... I can't remember how. I think it was with the attrition mechanic - I may reinstall next weekend and find out.

    You could fortify your borders, but you couldn't sneak units into their territory pre-emptively.

    I think no-rush would need a territory system of some kind. I'm not really sure... Hmm.
  15. thetrophysystem

    thetrophysystem Post Master General

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    A really COMPLICATED way would be to use the "flowfields" to do it. Basically, for the beginning of the game, make enemies have a flowfield obstacle that's really large against each other and cover land and air.

    If I am not mistaken, this would cause pathing to outright refuse to go near where another enemy unit is, so it becomes whoever physically goes somewhere first has it because there is an early game invisible travel barrier around every enemy unit/structure.

    If a unit was approaching an enemy unit, wouldn't one/both of them start dragging against an invisible wall against each other or outright refuse to go in that direction?
    stormingkiwi likes this.
  16. stormingkiwi

    stormingkiwi Post Master General

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    That would work.

    It would work best if you spawned with the Egg. The Egg makes territory appear over the whole planet. So you can't leave your territory. Where multiple territory barriers collide, flowfields form.

    The trick is not only spawns, but also metal distribution of mexes would have to be equal.
  17. zaphodx

    zaphodx Post Master General

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    Ahh yes no rush - who can eco the most effectively. Fun times.

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