Goddamn this is a big review. thanks.
I'll work detailed through it when I have more time but in generals you said some right things - I have to work on the balance in general. Its also the hardest part of programming a map I think. Maybe because I dont have that much experience in it.
Just some comments after the first read:
The starting money allows you to buy a tier 2 weapon or 1 tier 1 weapon and 1 item. The weapons overall are "balanced" via their dps/minerals value with slight regard of their attackspeed and range.
The part with the lanes: There are two possibilites: redesign the entire map on a different scale (well, really I dont want to do this :-D) or maybe speed up the tanks (what I have done so far - some players say they are too fast by now). I could not think of a good solution
The rising revive time per death and also the not-leveling base defenses are a mechanic to "limit" the gametime. The game could last quite long even now but imagine how long it would take when its nearly impossile to get into the enemys base because the base-defenses get stronger and stronger and your opponent just instantly respawns?
So all in all there are many true points and I'll work on it when I have time - especially the handling of leaving players seams to be a big problem at the moment as you both mentioned...
@loers: weapons are based on equiped behaviours by now, so I think its a bit more difficult to get the time out as a bar...
Right, but one item sucks a huge amount of balls compared to one gun. So the guy with the money boost can effectively have three guns, you can only have one, and the items are not very much help at all. Plus, because it takes so long to get from A to B, it's very hard to team up most of the time- especially at the beginning, when the rocks block the paths between the lanes.
Oh, and did I mention that the Tier 2 weapons are a hilariously bad pile of crap? 2x Tier 1 weapon is far superior. And the Tier 2 weapons don't combine, and the combinations are way stronger than non-combined weapons of the same price.
Also, did I mention that the requirements for the weapon combinations are completely inconsistent? It's rather annoying.
Also, the weapon combinations require way too many "slush slots" to store their reagents. You should be able to buy (for a slightly higher price) the final product.
In addition, the repair item should activate automatically if you are about to die and it is ready to use.
You should also remove the rocks that block the paths between the lanes. They just get in the way and remove potentially interesting gameplay.
The game time is a function of the fact that the defences *start out* too strong, so the beginning units are useless against them. Only the heaviest tanks/army units can destroy them. But, realistically, the fact that the attacking army gets nearly twice the income from having all the outposts should be more than enough to breach the defenders. There's nothing wrong with the defences losing potency over the course of the game, if they're not impossible to destroy early, and, you should be able to pay to increase their potency. What I'd favour is nerf their HP fairly hard, but change most of it into shields. That way they are a buffer, not a mountain.
Edit: Also, the money you receive from the faction does not appear to take into account the number of players. It should simply be the bounty of all the units that faction has killed, split evenly between the number of players.
In addition, the game already splits up the money from left players- the map simply gives *extra* money. This is another reason why some leavers give way more than others.
You mentioned a few very good points I will work on when I have spare time :)
The game splits up the money allready? didnt know that... nice. :-D
Just some points I dont agree with you: regarding to the money you pay for them, lower tier weapons are always more cost-effective than higher tier ones. Combined ones are even more "cost-ineffective". But they save space in your inventory. (btw: you can see all possible combinations in the Info-Section (F12))
Automatic repair-items really dont make sense for me - its a game you have to play and not let your PC play it for you...
The money from your faction is split into different parts - money from killed enemys, money from outposts and a part based on the players in the game. Again, you can get a more precise description in the Info-Section (F12)
But again: interesting ideas. Thx for your feedback.
Principally, what I would say is that the process *can* be automated, and therefore should be. But in practice, what I'm also going to say is that I've had quite a few experiences where the hotkey simply doesn't work- you push the button and nothing happens. Not to mention that the hotkey is NumPad 2 or something.. that's a mile away from the normal hotkeys and I hope you're not on a laptop keyboard.
As for the weapons, well, you're wrong. 3x Tier 1 weapon does 162 damage every 1.4 seconds, so 115.7 DPS. A single Tier 3 weapon is 96DPS. Now, when you consider that if you want to combine- which you do because there's no way you can stack Tier 1 weapons even if you think the combined are bad DPS/moneys- you have to pay a 30% markup for the resale price, the DPS per cost is actually higher for the Tier 3 weapon, as the price for the Tier 1 weapons is 2500 to 1750- way more than the DPS difference. That's also why Tier 2 weapons suck- they don't offer very high DPS for initial cost AND you lose money on the resale.
Then you come to the combined weapon. 3x89 for 4,900 or 3x98 for 5250? 0.056dps/mineral or 0.0544dps/mineral? Certainly not what I'd describe as a substantial difference- especially when you can combine further with green burst but not with three green lasers. Blue burst actually gives more DPS/mineral than a tier4 laser. And, of course, the two bursts cheaply combine into rainbow.
I think you talk about the Laser. In your example: 3x tier 1: 115,7dps/1950minerals= 0,059. 1x tier 3: 98dps/1750 = 0,056. ->tier 1 is more effective.
Blue burst laser you are right (thats a good point, think I misscalculated).
Wether or not this difference is big enough or if it should be there is on another page.. it needs work, thats right. Do you think the effectiveness of lower tier weapons compared to the higher tier ones should be bigger? Or there simply should be more weapons? ^^
You forgot to include resale markup for the tier1 weapons. The Tier1 weapons should definitely be stronger- to the tune of at least 30%, preferably more. In addition, the starting units for each empire are too strong. In addition, there is not enough terrain which allows you to circumvent outposts.
See, here's the fundamental problem with the weapons (except the tier-related balance). There are no effective skills for chasing the enemy into enemy territory, unless you are already completely dominant. This is because, principally, there are so many factional units with such high health, you will never, ever get a shot off at your opponent, and secondly, they do so much damage that except at endgame, or even sometimes regardless, they will instantaneously melt your face. Plus, all skills for slowing the enemy, or moving faster yourself, or targetting an enemy tank, are tremendously weak. In addition, the bounty for killing, both players and faction units is so low, in both financial and experience terms (plus the skills are so weak there's hardly any reason to rank up anyway), there is little reason to stay around in a fight. Also, the AoE weapons are bad. The Mortar is inaccurate, unreliable, and the splash isn't large enough. The flamethrower requires putting yourself in the maximally vulnerable position, and as previously mentioned, there's no way to survive. And there's no reason to do AoE damage to the enemy anyway because the rewards for killing the factional units are so poor. In addition, the Rocket Launcher is not sufficiently frontloaded. Finally, there are only about three weapons or so that have lategame combinations, and for every other weapon, you have to pay the resale markup, making their DPS/price far too low.
What you should do:
Remove the periodic player income. It should be bounties of the units killed by the Empire units only.
Significantly increase the bounty given from all kills.
Only give experience for units you did damage to.
Change all skills to give uniform bonuses per point. Some or many of them can be quite schizophrenic in the benefits per point.
Increase the effectiveness of Homing Missile and Robust Structure on the SmallTank to at least 100 per skill point.
Nerf the cooldown/regen rate for all skills and items to be a maximum of 30 seconds- preferably less.
Clearly explain what the armour attribute does.
Honestly, just remove the Walker from the game. Give the EMP missile and Overdrive to the SmallTank and remove it's ultimate and armour skills. Increase their effectiveness- Overdrive should be at least 10% faster per point, if not more. EMP missile should be at least 1 second per skill point.
Remove the Warp ability. Really, if Player X has been in combat, then Player Y must have an opportunity to ambush him. The Warp ability significantly reduces the impact of high-speed high-damage low-health gameplay, because you can just sit in your outpost and warp out. Or, at least, give it a substantial cost to use.
Significantly nerf the health and damage, of the starting Empire units, reduce the cost of upgrading them, and remove the automatic upgrades. In addition, nerf the amount of Empire units spawning by default. However, spawn them substantially more frequently- I'd suggest at least double the existing rate.
Remove highground vision from turrets.
Change Barracks so that they always spawn in sync with the Empire units.
Remove the secondary barracks on the up and down lanes.
Give players terrain which gives them a vision advantage over their enemies across nearly all parts of all lanes. This should be useful for shorter-ranged weapons (which may necessitate a global range increase). Make plenty of visual obstacles so that players in this area can be ambushed if they're not careful, and plenty of entrances so that players in this area can ambush other players in the lane.
Remove terrain (especially on the upper lane) where players can place turrets that can't be attacked from the low ground.
Remove all the destructible rocks.
Change self-repair to be a % of HP, with at least 100-125% at maximum level.
At least double the potency of the armour skill and health skill.
Honestly, the ultimate skill's design is just completely broken. It should be removed from the game. Replace with a skill that gives an option to suicide on to a target for, say, 100 damage per point.
Nerf starting health to about 1200.
Reduce cost to about 1200.
Replace burst-speed skill with a static speed increase skill that gives at least 5% per.
Replace EMP missile with sight range increase skill from Walker.
Replace Slowing Field with a skill that spawns a few disposable short-lived minions.
Nerf starting health to about 900.
Reduce cost to about 1100.
Replace Instant Repair with a skill that increases the range of equipped weapons- this should be at least 3-4 at max level.
Replace EMP missile with a skill that can create a Siege Tank. The Siege Tank has a long range (~12) and fairly hefty damage, but relatively low health. The Siege Tank is permanent and can only target structures.
Replace Slowing Field with a skill that increases health regeneration substantially for all nearby friendly units.
Buff the default speed to the same as the Walker MK2.
Change the laser to be more akin to a Void Ray- it starts off low, but increases over time. The laser's damage should increase per level, not the duration. The duration should be at least 6 or so seconds I would say by default.
Replace Shield Generator with a Stimpack style ability.
Change Immortal Shield to be Invisibility Cloak.
Buff default speed to same as Battletank.
Buff all Tier 1 and Tier 2 weapons across the board by at least 30%- preferably more.
Increase the splash radius of the Mortar, and increase it's range to at least 14. Units hit by a Mortar are now slightly slowed- 10-20%.
Give the Flamethrower a damage over time attribute- just 5-10DPS for the T1 variety.
Unify the weapon tiers so that all weapons have the same tiers.
Create items that can repair towers.
Change the Detection item so that it can scan with a cooldown- say, 10 sec scan, 20 sec cooldown. Make all Empire buildings and player-placed towers Detectors.
Really, I think in addition, the whole Armour system needs an overhaul. It's simply unclear what the point of this is, and the effectiveness of Armour is undecidable.
I noticed that the barracks troops cannot be synchronized with the rest of the troops in order to spawn together, also it would be nice if one can set rally point in order to switch the barracks output in different lines.
The possibility of synchronize your own barracks troops (via canceling the actual "build" process) and choose the lane for your troops will be included in the next update (this part is allready finished). But as I said, because I dont have plenty of time I cant determine a fix date for the next update...
You can play other Arcade games but not this one? Have you tried to make private game and start it without other players? Yes same thing happens.
i know another player: the same thing happens to him... with the same Error message
Yes I can play other arcade games: just started Marine Arena that works fine
thought there might be a conflict with the software/program that your Arcade game has: There must be other players that are having the same problem just that they can't be bothered to let you know. So in a way I am trying to help you, just know there's not much either of us can do to resolve this issue.
The out of memory bug is some kind of sc2-arcade related as far as I know... Others have reported it, yes. The bug occured first after some of the earlier sc2 patches, but there is no real workaround as far as I know.
unstuck spawn is a good idea.. i'll make me a notice... :)
[EDIT] I also have a 560 Ti so I dont think It's because of your hardware... maybe because of the combination. When you google this problem you'll find many people reporting this bug in different circumstances.[/EDIT]
After Heart of the swarm patch it feels like few more bugs added.
2 most important I noticed:
1. after about 40 minutes of the game weapon animation disappeared. No blaster trails etc.
2. Bought new tank (colossus for 13k) - and my tank disappered, and no new tank appeared. While money were wasted. Had to leave the game :-/
If you are doing map alone, I think you need to find few partners mb.
Coz for my vision - map has very high potential (to be as popular as AEON is now, but it needs more attention). Not offering myself coz I'm the user, but still.
Once I was editing alien vs predator map in wc3 a long time ago)) dont think it's possible to make very good map alone - you just wount have time.
Few more suggestions:
- Increase respawn time (depending on tank lvl, maybe?)
- Maybe add few turrets at the back end on base? Because ppl usually put barracks here, and closer to end of the game you can just walk inside and kill barraks. Rly not sure, just a suggestion.