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RE: DaBabies Fleet Advance Base Force
Posted: Sun Jan 22, 2012 2:00 am
by Dan Nichols
Some brewskis help too. [&o]
RE: DaBabies Fleet Advance Base Force
Posted: Sun Jan 22, 2012 5:16 am
by Mac Linehan
Gents -
A very lively and illuminating discussion.
I choose to Play Big Babes for all the reasons stated - it is simply Awesome!
Babes and Stock AE are like two different models of automobiles; both are good - however beauty is in the eye of the beholder; it is a matter of personal choice. If you don't care for Babes, then don't play it. There is no sarcasm or criticism in this statement, I will always respect the opinions of my fellow forumites.
And:
JWE - I have missed your unique presence and contribution to this forum; welcome back, Sir!
Mac
P.S. Real Men play with Stacking Limits...<grin>
RE: DaBabies Fleet Advance Base Force
Posted: Sun Jan 22, 2012 5:31 am
by Dadekster
I'm still having problems trying to figure out how this game is not good because certain people will abuse game mechanics in it? To me that's the same line of thought that says it's ok for a burglerer to sue the homeowner he's robbing when he falls down a flight of stairs in the middle of the night and hurts himself. I mean come on, really!?
RE: DaBabies Fleet Advance Base Force
Posted: Sun Jan 22, 2012 7:41 am
by michaelm75au
Stacking levels existed in AE from the start but were only applicable to bases on islands (about 4 levels of stacking).
The stacking values existed in the pwhex file.
I expanded the code to make use of the pwhex stacking values rather than just limit it to the bases on islands. Those still exist in the code, and the code is smart enough to make use of either being present. This enabled the DaBabies type mods.
Another change that DaBabies makes use of (IIRC) is the alternate weapon ability (an alternate set of values to use when device used in surface mode or air mode eg DP).
Actually, if you want to call that 'pampering' to 'selected players', I suppose it is true. But then you wouldn't have DaBabies as it is.[:D]
My changes for the Beta have mainly dealt with bugs and enhancements to game-play/screens. Little has been changed with the game mechanics itself unless a bug fix has caused an problem which may have necessitated a tweak in the code.
Several people have accused me of totally changing the game since release.
[ Ignoring bug fixes as they could and would have impact.]
And yes, I agree that viewing the game today, it does look a bit different. But we are talking about the visual aids, enhancing and adding more to help players make decisions.
Not changing the basic game mechanics, like how a device causes damage, what attributes are used to perform certain actions, etc.
Almost all the player requests ('pampering' I understand) are ones I had already done myself, or were useful as visual aids.
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The extra rounds for CAP vs Escort was left out of the mainstream beta, despite my opinion that it will only impact the big air battles. Where it probably is needed as these air battles can be over fairly quickly before all fighters can have a chance to participate.
But I have been making a special version for those who wanted to keep trying it. So again, 'pampering' to the little man.[:D]
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I have had my say.[:)]
RE: DaBabies Fleet Advance Base Force
Posted: Sun Jan 22, 2012 12:22 pm
by Buck Beach
I'm for anything that makes the game more realistic. I would like to have an increase in base supply spoilage and devices applicable to non-fire controlled weapons that were on many ships. The weapons issue can be modded by those having a feel for the difference in accuracies but the spoilage thing is a "hard coded" item that I know won't be made.
Buck
BTW nice music.