Anyone can think it's a good idea, but I feel like there's really nobody who cares enough to change all the existing times to fit a new timing method. Basically, there's no point in changing, but if a change were to be made, then to keep it consistent with VC and SA then starting the timer when you gain control of Claude would make more sense than starting the timer when skipping the cutscenes at the start of VC and SA
I discovered this a while back, but now that VC is getting super-optimized it might be time to bring this back into the light, especially now that grabbing armor on this mission is obsolete (should save about 5 seconds, considering you don't have to slow down. If done right the bike shouldn't fall over. I haven't been able to re-create this ever since, though.)
I've already decided that for AoE I / II that RTA makes more sense for the full-campaign / multi-campaign runs obviously but I want to shift over from IGT to RTA with ILs. What I want opinions for is: when should the timer be started for ILs, and when for full-campaign runs? should they differ at all?
edit: IGT is ded.
BibleThump
1: Default off, just to keep it looking cleaner.
2: Yeah, the sub badges were a nice touch for those who had them, and I don't mind the swords
3: I think it's fine the way it is, but if someone wanted text for region then it could be added as another customization option.
customization for seeing the badges/flags on the leaderboards should be a thing (just a personal preference thing)
things like taxi fare duping not working, slightly different timing on the SAM shot, etc., also the radio isn't a big deal
so it's a save that functions as starting a new game. I think that's alright as long as it doesn't screw with anything else like it would in GTA3
so you load the game and then reset? if you load a save from outside of that run during the run then I'm pretty sure that's some form of NG+
I'd say 3, because if you're going to pay money for a console anyway then you might as well pay for the DLCs and allow them, but make sure they're allowed on all consoles so you don't have to pay for a console that functions almost the same as the one you have. it seems quite arbitrary so maybe 1 or 6 are the better choices
I don't really know much about AoE III myself so i'll just mod you for it
welcome! I run GTA, a bit of Half-Life, and i'm currently working on Age of Empires ILs.
Sounds like some good GTAMarathon content and fun. Not sure how easy it'd be to organise though
So since there isn't much of an AoE speedrunning community that I know of, I need some help in deciding the timing method for ILs and other runs. Because there is an in-game timer, that could be an option, or you could just use your all-too-familiar timer. I'm currently adding a few times using IGT but I'm not sure if it's the best option:
Pros of IGT:
- it's guaranteed to be the same across the board
- game speed slows down or speeds up the timer accordingly
Cons of IGT:
- someone could have an advantage with pausing the game, moving units, and then unpausing to have them all move at once and the timer wouldn't have gone more than a second, which isn't really going that fast
- slower speed could give slight advantages as well
- (possibly the two cons I listed could just be incorporated as part of the runs.)
Your opinions would be greatly appreciated.
It's not an Age of Empires technically but if someone wants to submit an AoM run i'd definitely add it.
faster if you suck at this gauss boost in particular. requires enough health/armor though, and if you collect extra health after taking the lift near the tripmines, you should have barely enough to survive the health door grenade jump. (should have at least 10-15 health after the shot) (btw someone probably thought of this before I have but I'll post it anyway)