Mods that should be absorbed to the base game.

Discussion in 'Balance Discussions' started by wheels12, June 23, 2014.

  1. wheels12

    wheels12 Member

    Messages:
    61
    Likes Received:
    28
    I wanted to start a forum on what mods should be absorbed to the base game. These are not balance changes mods or wacky game play changes, just base changes that should be included and do not destroy how the game plays currently.

    This is my list:

    http://pamatches.com/mod/build-power/
    http://pamatches.com/mod/economic-efficiency-ui/
    http://pamatches.com/mod/gross-economy/
    http://pamatches.com/mod/live-economy-graphs-mod/
    http://pa-mods.com/mod.php?mod=sirHighlightedBuildings

    What would you like to see absorbed?

    Rules: Please leave a link to the mod you would like to see absorbed. DO NOT post balance changes mods, the mods i suggested are mods that are none destructive and only help the player play better. Feel free to leave a comment vouching for mods that have been posted.

    PS: I am basically a talking butt-head, therefore i am by nature gonna break my rule and post this mod for UBER to see.

    http://pamatches.com/mod/custom-planet-type-cliffs/

    Just saying, it works.
    PeggleFrank likes this.
  2. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    So it might be better to just rename the title to be "UI Mods that should be absorbed to the base game" then no?

    Mike
    wheels12 likes this.
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Bad Uber balance is bad. Nothing makes sense, memorized build orders are required, and timing is essential.

    Statera for default!

    If you don't want balance mods to be discussed, why is this in balance?
  4. mjshorty

    mjshorty Well-Known Member

    Messages:
    871
    Likes Received:
    470
    Build Power makes sense to incorporate into base game, but the others are a preference, i turn gross and live economy graphs off because i find them distracting...which can mean others find distracting.

    ALTHOUGH WE MUST HAVE CLIFFS! =D
    stuart98 likes this.
  5. brianpurkiss

    brianpurkiss Post Master General

    Messages:
    7,879
    Likes Received:
    7,438
    I agree with most of this list.

    The Economic Efficiency UI has pretty much already been mostly incorporated to PA.

    The Gross/Economy Graphs mods shouldn't be IMO. Give casual players too much information, and it'll confuse them. Advanced UI should stay in the realm of mods for the advanced players.
  6. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    A lot of things are preference. You might be able to do something with the hollow/solid boxes in Gross Economy, but the storage and shared transfers probably take too much explanation.

    Hotfixes obviously, and there are the immediate pain points:
    • Acceptance - just save the state so it only shows up once.
    • Two Color Icons - or something like it
    • Yellow Synchronous - or something like it
    • Might have said Reconnect Button, but fixing my internet connection has largely reduced the need for it, plus reconnect to GW is broken.
    Autoselect Commander would be nice if Uber implemented it to work correctly in team armies for a consistent experience.

    Lobby Renamer can be useful on occasion.

    Some form of System Sharing

    I think Uber has already said they are going to do something along the lines of PA Stats.
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Alpha Energy Plant
    Jungle Tropical Planet Icon
    Anchor Sound Mod (Might actually be obsolete at this point, anyone know?)

    Sorry...
  8. wheels12

    wheels12 Member

    Messages:
    61
    Likes Received:
    28
    Build Power makes perfect sense, we know storage, we know income, we know cost in terms of storage, so why not cost in terms of drain from income?

    Also you can consider this balance, just not interms of one unit to another.

    Also your right, should be ui mods, but just incase i missed something its more open to interpretation.
    Last edited: June 23, 2014
  9. PeggleFrank

    PeggleFrank Active Member

    Messages:
    147
    Likes Received:
    43
    As far as I know, Lobby Renamer is a hack that changes the system name instead of the actual lobby name. I'd love to be able to set "true" custom names for lobbies without changing the in-game system name.

    Acceptance could be done with a "Do not show this message again" checkbox.

    There's one mod that changes unit/structure icons to have a red/blue/green/yellow outline depending on their tactical orientation, with stronger outlines for T2 units. I think it could prove rather useful for a new player to differentiate between the structures. It might also help to add an outline to the rendering.

    PA Stats, obviously. Though, it would need to store the data before uploading it to support offline play. That's not possible right now, obviously, but it's always a good idea to plan ahead.

    Anything that changes models or sounds shouldn't be added. It's pure preference.

    Caster tools could make commentating (slightly) more fun, though heavy work would need to be done on it to make it quick and easy to draw on the screen, instead of having to choose from a palette of tools and colors.

    Sometimes I forget that Advanced Planet Details is a mod. That should speak for itself.

    Unit database could also be incorporated, though it would need to be updated very frequently by Uber and it would have to be 100% accurate. It would also be important to add an actual description for each unit, without resorting to just printing variables. Large amounts of numbers can confuse people.

    Tracking/Draggable PiPs need to be in vanilla. It might be difficult, considering their preexisting incompatibility, but it would be lovely for managing multiple planets at once.

    The Line to Circle mod could be made into a preference, set in the gameplay tab under options, with individual settings for each structure. Other variables could be added as well, such as spacing, smart placement (placing structures as closely packed as possible without clipping their build orders or otherwise cancelling the original placement), and thickness/length.

    Missile Command could prove infinitely useful if done right and placed in the appropriate location on the UI. Namely, selecting all nuke launchers and firing one nuke at a time.

    Annoy Me is already implemented.
    Last edited: June 25, 2014

Share This Page