pyr0man1c Posted August 5, 2023 Posted August 5, 2023 Can we up the frequency of spy crates? They are too rare at the moment and I think they could spice things up more. Nowadays people know how to play against them better too, so I don't think it would cause too many issues. 4
XtremePro Posted August 6, 2023 Posted August 6, 2023 (edited) Agreed. These really help in scenarios of stale mates. Edited August 6, 2023 by XtremePro
Goztow Posted August 6, 2023 Posted August 6, 2023 If the frequency goes up then the frequency of negative crates also should go up to counter balance this a bit. 1
Forithow Posted August 6, 2023 Posted August 6, 2023 (edited) 2 hours ago, Goztow said: If the frequency goes up then the frequency of negative crates also should go up to counter balance this a bit. Yeah, I think the frequency of money/human silo crates goes up if refinery is dead, and vehicle crates goes up if the weapons/airstrip are dead, could be wrong or bias but it does feel like they happen way more often Also, perhaps increase the frequency of power-down crates as well? Edited August 6, 2023 by Forithow
BiLLaBoNg Posted August 8, 2023 Posted August 8, 2023 On 8/6/2023 at 2:27 AM, Goztow said: If the frequency goes up then the frequency of negative crates also should go up to counter balance this a bit. ehhhh.. sometimes i feel the death crate is like 99% chance already lol
Goztow Posted August 8, 2023 Posted August 8, 2023 There are other crates that feel rather negative, other than death crate :-). Character change, clown or even butterfinger (actually not active I think?) are some examples.
Itai795 Posted August 9, 2023 Posted August 9, 2023 (edited) On 8/8/2023 at 4:45 AM, BiLLaBoNg said: ehhhh.. sometimes i feel the death crate is like 99% chance already lol yes I think I found out why: Quote if playerName == BiLLaBoNg: crate = deathCrate Edited August 9, 2023 by Itai795 1 1
ExEric3 Posted August 28, 2023 Posted August 28, 2023 On 8/6/2023 at 12:31 AM, pyr0man1c said: Can we up the frequency of spy crates? They are too rare at the moment and I think they could spice things up more. Nowadays people know how to play against them better too, so I don't think it would cause too many issues. Depends how is it coded by RC Dev and what is really in ini file on server side: ; DA ships with the following modifiers: ; ; "Winning=<Operation>" - Applied when the player's team is winning. Winning is defined by having more living buildings. ; "Losing=<Operation>" - Applied when the player's team is losing. Losing is defined by having less living buildings. ; "TimeAfter=<Operation>|<Minutes>" - Applied after the specified amount of minutes have passed. ; "TimeBefore=<Operation>|<Minutes>" - Applied before the specified amount of minutes have passed. Good for disabling powerful crates at the start of the game. ; "TimeEvery=<Operation>|<Minutes>" - Applied once every time the specified amount of minutes have passed. ; "ScoreGreater=<Operation>|<Score>" - Applied if the player's score is higher than the specified amount. ; "ScoreLesser=<Operation>|<Score>" - Applied if the player's score is lower than the specified amount. ; "ScoreCredits=<Operation>|<Credits>" - Applied if the player has more than the specified amount of credits. ; "ScoreLesser=<Operation>|<Credits>" - Applied if the player has less than the specified amount of credits. ; "BaseDefenseDestroyed=<Operation>" - Applied if the player's base defense has been destroyed. ; "PowerPlantDestroyed=<Operation>" - Applied if the player's power plant has been destroyed. ; "RefineryDestroyed=<Operation>" - Applied if the player's refinery has been destroyed. ; "SoldierFactoryDestroyed=<Operation>" - Applied if the player's soldier factory has been destroyed. ; "VehicleFactoryDestroyed=<Operation>" - Applied if the player's vehicle factory has been destroyed. ; "AirFactoryDestroyed=<Operation>" - Applied if the player's air factory has been destroyed. ; "NavalFactoryDestroyed=<Operation>" - Applied if the player's naval factory has been destroyed. ; "RepairBayDestroyed=<Operation>" - Applied if the player's repair bay has been destroyed. ; "CommCenterDestroyed=<Operation>" - Applied if the player's comm. center has been destroyed. ; "FactoriesDestroyed=<Operation>" - Applied if all the player's production buildings have been destroyed. ; "Stealth=<Operation>" - Applied if the player or their vehicle is stealthed. ; "Infantry=<Operation>" - Applied if the player is not in a vehicle. ; "Vehicle=<Operation>" - Applied if the player is in a vehicle.
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