[RA] [Modded Maps] SoS Playtest v1.6

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SoScared
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[RA] [Modded Maps] SoS Playtest v1.6

Post by SoScared » Sun Mar 12, 2017 12:02 am

This thread represents where playtest v1.6 stands as of this moment and is prone to extensive modifications.

Based upon playtest v1.5r (link), influenced by Fortnight's RA Overhaul mod, reviewed by Frame Limiter and additional features brought along from various community memebers' mods and playtests.



Modifications for Playtest 1.6b (beta)

.yaml with changes (updated live link, latest May 17th): https://www.dropbox.com/s/b5fpuqnwd92ca ... .yaml?dl=0 The custom rules are accompanied with two .shp files (attached below, simply copy them to your unpacked map folder).

v1.6b Map Pack (.zip) download links:

1v1 (19 maps) DropBox download link.
Team/FFA (22 maps) Dropbox download link.

Some maps has been fitted with extra neutral structures. Neutral structures are also present on map previews.




List of changes, colored: Transferred from v1.5r, Added with v1.6, planned add-ons, alternatives.



Visuals [Fortnight]

MiG/YAK – simplify unit names in UI

Longbow – SHP fix *In Playtest0721

Chinook – SHP fix *In Playtest0721



Game Mechanics

Helicopter behaviour – WaitDistanceFromResupplyBase: 4c0, up from 3c0 [Fortnight - modified] *In Playtest0721

Different parachute chances – Fortnight's O.M. values
http://www.sleipnirstuff.com/forum/view ... 843#299843




Units - Infantry

Dog - HP: 18, up from 12 *In Playtest0721

Grenadier - Damave vs None: 60%, up from 50%

Medic - HP: 60, down from 80

Shock Trooper - Cost: $300, down from $400 - HP 50, down from 60 - Damage vs Wood 75%, vs Heavy 60%

Tanya - added cloak detection - range: 5.

Civilian/Technician – vision range 3, up from 2 [Fortnight - modified] *In Playtest0721

Zombies/Giant Ants – Fortnight's O.M. changes:
http://www.sleipnirstuff.com/forum/view ... 060#300060




Units - Vehicles/Aircraft

Medium Tank – Damage vs Heavy: 115%, vs None: 30%, up from 20% - Vision: 6, up from 5*

Heavy Tank – Damage vs Heavy: 115%, vs None: 30%, up from 20% - Vision: 6, up from 5* - HP 600, up from 550

Mammoth Tank – Damage vs Heavy: 115% - vs None: 30%, up from 20% - add cloak detection range: 6 - Vision: 7, up from 6*

MCV - Speed: 71, down from 85 [Kyrylo - modified]

Phase/Chrono/Tesla Tanks - Production time: 28 sec, down from 33 sec [Murto - modified]

Chrono/Tesla Tanks - HP: 450, up from 400

MAD Tank - Cost: $2200, up from $2000 - production time: 46 sec (default is 52 sec at $2200) - Weapon: utterly MAD - Iron Curtain triggers detonation (not the build-up) - Add range circle(s)

Cruisers - Production time: 48 sec, down from 58 sec [Murto - modified]

Missile Sub - Production time: 42 sec, down from 48 sec [Murto - modified]

MiG/Longbow - Production time: 42 sec, down from 48 sec [Murto - modified]

Chinook – Speed: 128, up from 112 – Land/Liftoff speed: 0c58, down from 0c100 – Vision: 8, down from 10 - HP: 140, up from 120. – attack-move preventing landing [Fortnight - modified]

MiG - HP: 90, up from 70

Harvester - Ore (From order) search scan radius: 12, down from 15 *In Playtest0721



Structures

Kennel - Can be placed 4 cells away [Fortnight]

Silo – Stores 3k, up from 1,5k – can be placed 4 cells away [Fortnight - modified]

Barracks - Cost: $500, up from $400

Service Depot – 30% faster repair speed, add travercable cells [Fortnight - modified] *In Playtest0721

Helipad – Remove ground gravel (bib). [Fortnight]

War Factory, Soviet Tech Center, Sub Pen, Shipyard – 5 vision range, up from 4. *In Playtest0721

War Factory - Build-time reduction caps at 50% with 4 structures (100, 75, 60, 50)

Radar Dome - Power-down reduces vision range from 10 to 5* and disables cloak detection - Cost: $1600, down from $1800 [Frame Limiter] [OMnom modified]



Defensive Structures

Unify cloak detection range: 6 *In Playtest0721

AAGun, SAM Site – removed cloak detection.

Power-down reduces vision range down to 5 (same as mainstream structures), includes AA Gun, SAM Site, Tesla Coil (also loses stealth detection), Iron Curtain and Chronosphere.[/color] [Frame Limiter - modified]

C.Pillbox – cost $700, down from $800 - HP 400, down from 450 *In Playtest0721

Pillbox/C.Pillbox - Damage vs Light: 50%, down from 60%

Flame Tower - Damage vs Light: 50%, down from 60% - Damage vs Heavy: 20%, down from 25%

SAM Site - cost $700, down from $750 - 6 vision range, up from 5

Walls - HP 400, down from 500 - No longer gives experience* [Frame Limiter - modified]

Sandbag/Fence - HP 150, down from 300 - No longer gives experience



Civilian Structures [Fortnight - modified]

Hospital – vision range 4, up from 3 - HP 800, down from 1000 *In Playtest0721

Oil Derrick - vision range 4, up from 3 - HP 800, down from 1000 *In Playtest0721

Forward Command – Capturable, gives Base Provider Trait (8 cells) – cost 0 power, down from 200 – Con Yard vision range (5 cells) – takes Engi 2x normal cap time - HP 800

Technology Center – Captuarable, gives 10 vision range - HP 600



Support Powers

Paradrops - Chargetime: 5 min, down from 6 min.

Parabombs - Chargetime: 5 min, down from 6 min.

Spy Plane - Chargetime: 2 min 30sec, down from 3 min.






*In Playtest0721

Adding thoughts/reasoning at a later date. Any help with planned/considered changes are much appreciated. Big thanks to Fortnight for bringing aboard new thoughts and tweaks on balancing and as always, to Frame Limiter for contributing stellar yaml code solutions and quality checking/tweaking experimental values.
Attachments
tran2fixed.shp
Chinook tweak by Fortnight
(19.97 KiB) Downloaded 110 times
helifixed.shp
Longbow tweak by Fortnight
(7.79 KiB) Downloaded 112 times
Last edited by SoScared on Mon Jul 24, 2017 1:02 pm, edited 54 times in total.

Blackened
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Post by Blackened » Wed Mar 22, 2017 3:19 pm

Cheeky bugger thought you could just hide this down in modding and get away with it eh?
Medics/Mechanics – vision range 4, up from 3
I have reservations about this change. Allies already have the better early game infantry with how tanky medics are plus their obvious healing ability.

Mammoth Tank – add cloak detection range: 6


Can you explain the reasoning for this?
Visible cloak detection range
please add. It is nice knowing the range in TD.

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SoScared
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Post by SoScared » Wed Mar 22, 2017 3:21 pm

:D

It's a draft after all. I'll get into the nitty gritty later (which is why I put it here in the first place).

However, good point on the medic.

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Smitty
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Post by Smitty » Wed Mar 22, 2017 11:43 pm

TIL walls give xp!
If you went ahead and pr’d the wall change I don’t think you’d see much opposition. Walls needing an MCV nearby is just common sense.


I was considering making a playtest myself after the release. Here’s what I was planning on so far:

Grenadiers: Change Explosion to UnitExplodeSmall and change explosion chance from 50% to 100%. It’s possible it makes grens too strong, but that’s why we test things! https://github.com/OpenRA/OpenRA/pull/12960

MCV : Reduce base provider range from 10 to 8

MCV: Reduce speed from 85 to 75

Mammoth Tank: Increase turret traverse speed from 2 to 3.

Replace British Spy with Sniper Drop and swap Phase Transport and MGG between England and France. http://www.sleipnirstuff.com/forum/view ... 82&t=20008

Engineer husk salvage: This one comes with a huge asterisk. Frame Limiter helped me make this testable but it needs some polishing to make it shippable. Currently we have the engineer to where he will convert a husk to a ‘owned husk’ and then with another click he will salvage (using External Capture) the husk for ½ the unit's value. I just planned on throwing this in to show off the concept.

I'm going to take a crack at giving engi's the ability to destroy walls. I'll let you know if I come up with anything testable.


If you think any of these fit your playtest feel free to throw them in. Let me know if you need code for anything.
"Do not trust the balance tzars (Smitty, Orb). They are making the changes either for the wrong reasons, for no reason at all, or just because they can and it makes them feel good." - Alex Jones

Blackened
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Post by Blackened » Thu Mar 23, 2017 1:10 am

Smitty wrote: I was considering making a playtest myself after the release.
Oh dear. Here I was thinking the same thing. Is it a good idea to have so many playtests running concurrently? Would it be better to add them all into a single unified playtest or would that make some changes rarely seen in gameplay?

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SoScared
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Post by SoScared » Thu Mar 23, 2017 5:17 am

The more playtests the merrier. I often soak up changes from other playtests. Most of the changes with the earlier versions came from other sources.

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SoScared
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Post by SoScared » Thu Mar 23, 2017 9:01 pm

@Smitty: As for the Spy I'm leaning on a bit less intrusive solution by Frame Limiter (see update). Also I know some devs incl pchote aren't big fans of the sniper asset being part of the RA mod so there's that too.

Really looking forward to see your grenadier and engi solution move forward!

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Post by SoScared » Thu Mar 23, 2017 9:27 pm

@Blackened: In short the Mammoth Tank cloak detection goes hand-in-hand in molding the Phase Transport's role to be more overall useful vs base with the reduced cloak detection on structures in general. Letting Soviets not be dependent on buggy dogs to safeguard the army against invisi-squishes late-game would be nice and the Mammoth Tank being a late-game juggernaut made this feel like a natural solution. On this playtest the Phase/Chrono/Tesla Tank has a faster build time, 28s vs 33s.

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Smitty
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Post by Smitty » Fri Mar 24, 2017 1:31 am

SoScared wrote: @Smitty: As for the Spy I'm leaning on a bit less intrusive solution by Frame Limiter (see update). Also I know some devs incl pchote aren't big fans of the sniper asset being part of the RA mod so there's that too.

Really looking forward to see your grenadier and engi solution move forward!
If you get that spy change to work it’s possible we could accomplish most of what I want to fix by swapping the MGG and Phase Transport. I tried coming up with other ideas for the spy as well and the ideas either didn’t do the job or weren't practical. Out of curiosity, what does the veterancy change do to French/German spies? Do they still get something out of Barracks/WF/Airfileds?

As far as dev opposition goes, if any idea regarding snipers is Dead on Arrival then snipers should be completely removed so folks like me don’t waste anyone’s time. Also, the idea is getting majority positive responses so it would be best to not get people’s hopes up.
As I said in my sniper thread, the sniper needs to either be brought out of purgatory or be eternally damned. If pchote and the rest are willing to see how the testing process goes then I think we may find a way to fix multiple issues, including what to do with the sniper. If not, it’d be best to go ahead and pull the plug.
"Do not trust the balance tzars (Smitty, Orb). They are making the changes either for the wrong reasons, for no reason at all, or just because they can and it makes them feel good." - Alex Jones

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SoScared
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Post by SoScared » Fri Mar 24, 2017 6:08 am

No veterancy infiltration for the German/French spy.

As for the Sniper you should just ask on #OpenRA but I believe the plans are to scrap it as long as there's no inherent need for it.

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Post by SoScared » Sat Mar 25, 2017 8:28 am

Added tags to indicate the origin or inspiration for the specific changes. Some have more obscure origins so there's no guarantee for the tags accuracy.

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SoScared
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Post by SoScared » Sun Apr 16, 2017 9:41 pm

Closing in on a first complete draft.

Noteworthy add-ons:
  • Medium/Heavy Tank buffs
  • Dog HP buff
  • Shock Trooper cost + damage nerf vs Wood, Heavy
  • MiG HP buff

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Post by OMnom » Mon Apr 17, 2017 8:18 am

With regards to the MT and HT damage buff:

I've played around with 110%, 115%, 120%, and 125% damage vs Heavy armor with the two tanks, along with some Mammoth Tank damage buffs. 125% was definitely very extreme, especially with the HT having 2 bursts per salvo. 110%, on the other hand, wasn't noticeable at all for the MT, and barely noticeable for the HT. I think my favorite so far has been the 115%. Hope your testing goes well!

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Post by SoScared » Mon Apr 17, 2017 11:17 am

I'll look into 115%. I once played around with a modified Medium Tank (Germany) costing $1050 and 130%/140% Heavy damage. It actually performed pretty well but was abandoned due to there being no incentive to introduce another duplicate unit (spy/british spy).

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Post by 3.Lucian » Tue Apr 18, 2017 3:13 pm

I like the general direction of everything here, aside from the tesla troop nerf.

if you commit that much cash and build time into a tesla blob, and your opponent can't counter it, you deserve everything you can clean up.

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