True, what might be a good idea is the adjust the amount of damage that weapons do to shield and armour significantly.
1. Swarm does high damage to Armour but low to shield(40% less)
2. The opposite for laser.
3.Zapper In between. And so on,
this can allow people to upgrade their tanks according to the weapons the opposing team purchases. So if the blue team focuses on swarm missiles, the red team can focus on boosting their shields.
This makes it more strategic and everyone won't just rush for swarm, also they'll consider the Protoss units then rather than going for tanks or BOOM.
Maybe introduce a low damage weapon that can bypass shields?
Thats a good idea. As you may know the weapons allready have special abilities (exept rockets). I boosted those abilities a lot (e.g. zapper now +50% against shields instead of +25%). See how this affects the gameplay.
First of all I want to thank you for your hard work. I understand you are very busy due to studies and have a limited time to do any changes. I've been playing this game for some time now and this is my feedback:
1. GUNS STATISTICS (swarm missles example - damage per second)
One Swarm Missile cost:
1800 x 4 Rockets
1000 x 2 Barrage upgrade
2000 x 1 Swarm Upgrade
Total Cost 11,200
Damage per 1 second is 888. Now if you divide the total cost by 888 you will get mineral cost per 1 damage.
If you take 11,200 and divide by Rockets 1800 mineral price you will get 6.2 rockets. I found out that rockets mineral cost is around 10.16. If you do the same for barrages you will get 10.67 and swarm is over 12 mineral per damage. Conclusion of this is that it is better to keep rockets or barrages until your slots are full and then go into swarm missiles due to cost efficiency. The player must be rewarded to be the first to get the best upgrade. The only positive of that is if you don't have any slots available you should only convert your rockets or barrages to higher tier gun swarm missiles to have more space. My point is that either you reduce the damage of rockets or increase the damage of swarm missiles. Squadron TD Basics. You are better of upgrading your unit than getting another unit. So why shouldn't the same principle apply to guns in your game? I found many inconsistencies in this game. I recommend to put all statistics on excel and calculate various measurements yourself.
2. TOWERS TO PLACE ON HIGH LAND
I still cant find several places where I can place various turrets (on the hills) and marauders cant see them with their vision range and rockets fire at everything they can. The only way to counter that is to get a unit that can warp or just ignore it. Eventually after 1 hour zerg is so powerful that it takes 3-4 waves of zerg units (after 1 hour) to take them of. That is a big advantage for the team to place that turret.
3.1 SLOTS - CHEST
I like to get more slots. I would like to get 1 extra slot where you can put an item but you can't use it. Its like a chest. Normally when i seek to get swarm missles x 3 rush i end up with shields 2600 (for 4000 minerals) and powerful armor package and i hate going to get upgraded with less amunition. I would like to have an option to quickly swap items to GET THE HELL OUT OF THERE FIREZONE if I am attacked.
3.2 SLOTS TO BUY
You should be able to buy a slot. It should be pretty expensive. You usually already full by 45 th minute. The price should be determined by how many minutes played. So for example you cant buy the first 30 minutes. After that the extra slot is unlocked but the price increases every 5 minutes by X%.
4. QUEEN KILL REWARDS
You should get a reward if you kill a queen. What do I mean by that. For example: one item in one specific shop will be open for 45 seconds. Now everyone knows that and everyone will go there to get that upgrade. The upgrade is only one so only one player can buy it if he has enough minerals. So if you team are really good and they want to get those cool items (can be guns, armor or shields) they can kill the queen but the consequence of that is they will be attacked as a result of that. So the overpowered team are so confident that lets say they kill the queen 5 times so its 5 North : 0 South but as a result of that the zergs attacking the north team so badly that some of the player(s) needs to defend the base because zergs are too powerful and it will kill your base.
5. GENERATOR TOWERS
The Generation towers must be placed somewhere else. Somewhere where it will be very hard to kill. Maybe close to the repair towers but not too close because when i go through the middle with 2600 shields tier 2 tank with powered armor package and 2 swarm missiles i take 4 turrets and both generation towers so easily. So if the weaker team is not playing good and is doomed to loose they should have an opportunity to kill the enemies when enemies try to take down the generation towers (they should be places close to the repair tower). The weak players will able to shoot and repair quicker which makes the overpowered to give easier kills and make them risk more.
6 SPEED in your base
If the enemy attacks your base either the enemy speed should be lowered by 50% or the attacked base player speed should increase. If the base is already attacked that means that the enemy is highly likely more powerful than other team. This means that if the enemy goes into the base further he is risking by charge of other player to kill him and he cant run away because he/she is slower 50%. It may be 33%.
7. TELEPORT ANYWHERE
I wouldl to have an option where all players should have an option to teleport anywhere they want within 8 seconds. This can be used not as often as you teleport to your base. I found that if you are a good player and all leave and leave you with 4 enemy players you cant get outposts that quickly as they are. So you should have an opportunity to teleport as quickly as possible. Teleport will cooldown depended of how many people in your team. So if you vs 4 other players your cooldown will be 4 times faster then other players. The teleport cant be in the outposts it can be only close to the outpost.
8. RE-COUNT OF CAPTURING OUTPOTS
I noticed especially at the beginning of the game if i come to the outpost first it starts 30 second count to capture the outpost however when the enemy marines/maureder come and fire at me or at my units (meet at the middle of the outpost centre) the count restarts which looses the whole point of coming to the outposts first and try to capture it. For example if you capture the outpost and two enemies come 5 seconds later when my marines/maruaders came to protect me they cant kill me both enemies shoot at the marauders/marines first. And this should be sufficient time to capture the outpost. now the enemy team 2 players are not have to get the hell out of here but they need to go through to turrets of the outposts and while it shoots at the turrets i can go and kill them because I shoot at them directly.
9. NOOBS LEAVE EVERY GAME
I noticed that people who play the first time often are killed several times by pro players because they they think they target a specfic unit but all it happens that their tank moves to that place (they think it is attack button but it is actually a move button). After being killed 4-6 times in the first 10 minutes they rage quit. Now look what is really happening here. If all other 3 players are pros the enemy team gets VERY IMPORTANT minerals at the begining of the game which can be exchanged into rockets, shields, etc. The first 10 minutes are crucial so extra rocket for 1800 mineral can be day or night. What I suggest is to give less weight killing a newbie and a legion. This means PRO level players (legends or master seargents, etc) will be hunted more often because the enemy will get more minerals however they will be probably harder to kill.
10. CAPTURE OUTPOST REMINDER
Keeping the outposts captured is the most important thing in the first 10-15 minutes so maybe you should get a sign "ALL PLAYERS SHOULD CAPTURE OUTPOSTS AT ALL COST TO GET MORE MINERALS" or something. The newbies don't know the heck to do there so if they understand it better they qont quick that often. This sign should pop in green after the countdown to capture outpots. I also urge to put the pop up text to tell people to buy a tank first and then a gun because what sometimes happen is some noob buys a gun first for 800 and dont have any money for a tank. Frankly I am happy about it because he will not feed the enemy for 5 minutes but still i think noobs should be reminded three main things:
1. If you are a noob buy a tank first, then laser for 300 (the best gun at the beg of the game)
2. If you are a noob always go with someone and stay behind him. Don't be a hero or be killed.
3. Follow rules 1 and 2 and capture outposts and protect them at all costs.
Obviously make it shorted, concise and clear. I made it a but sarcastic. lol :)
11. VISION OF FIRE RATE
Each Player should have a vision around their unit how far it can fire. For example in normal starcraft 2 game when siege tank sieges you can see how far it can shoot. These units should be able to do that too. It allows pro's to manipulate their tanks better. Why again? Because some people should be encouraged to get long range guns vs short range vs swarm missiles. Long range guns have different strategy. they are not that powerful but boy there are deadly if you keep the distance. So Banshee (3.5 speed) plus long range have very bad health (tier 2 tank can easily kill it) but if it has long range guns they can be helper to other team players to help to kill the enemy faster and don't get shot that often.
12. BASHEE CLOAK TIER 2
Banshee Tier 2 unit is worthless when everyone gets cloak upgrade for 300 or 600. This upgrade should be minimum 3000 not 300 or 600 for upgraded version to see cloak units. Why? Because the reason i choose banshee is so no one could detect me. I don't have much armor but i am invisible. So other player really need to think should i pay 3000 for this upgrade to see cloak units or just try to avoid him. The banshee is harmless vs tier 2 tanks not to mention tier 3. Just saying. So you need to increase cloak use from 100 to 150 so less cloak upgrades be used because 3000 is a lot of money to buy for all 4 players however if you make the banshee's energy per second elapse quicker that should balance. After all upgrades banshee should be invisible 3 seconds max. that is two times of barrage fire rate of 3 times of swarm missles. cloak units upgrade for 3000 should balance tanks higher life armor due to this upgrade.
13. TAKES TOO LONG TO PLAY ONE GAME
A normal game of desert strike last from 10 to 30 minutes if you know how to play right. This game can be finished if you are really really really good in 35-45 minutes. Usually it goes over 1 hour. I would like to get a faster transition. I didn't think of ways but I will try to plant a seed right there. What would make the game play quicker so it will not last over 1 hour. These are the options that come to my head:
1. SPEED: Movement speed in particular places i.e. when going to get swarm missles (zerg area), on the hills so most people will avoid going through main roots and attack there more often because the speed is faster there, in your own base too.
2. MAP SIZE: I don't think you can change the size because you made so much work so lets leave it as it is.
3. MINERAL WAVES: 75% of the minerals should come as for everyone and only 25% should come from outpost. The mineral waves should have more money so people can buy better guns quicker. For example less than 300 at the begging of the game is too slow. It may be the first time but increase of minerals should be higher. Just saying.
4. MARINES/MAURADERS UPGRADE INCREASES FASTER: if you change No. 3 obviously increase the speed of upgrades of units and zergs. This will def make the game faster.
I actually though of creating a similar game long time ago but just didn't have the time. I have tons of more ideas but this should be enough for now.
Add me to your friend list MAXIMUS in Europe Server and I can share some more ideas.
Good Luck
P.S. I never see you in this game maybe play sometime as team or enemies.
New update is awesome! Thank you, Freddy! Game became much more balanced!
Found 1 bug. The bottom bridge at nothern base is now impassable for tanks, only marines can pass. Tank just goes around through center. Hope for fix. Ty
wow big feedback.
I appreciate your effort and I'll take some time to go through all your points after the weekend.
Just some quick response to two points: 1) Rocket Mk2 costs where wrong and I didnt see it a long time @Dimassol: Go pointed it out and it was fixed yesterday.
2) The inventory is a part of its own - The inventory system is copy-pasted from the chef of aiur map to look quite nice, but because its a blizzard-mod I cant change the looking or the number of slots. Or at least I dont know how to... I'm not that pro in the data-editor. Its a lot better than the very ugly and bad to use stock-inventory system though.
Regarding balancing: I think it is one of the most difficult parts at all. When you have a "formular" to balance all the weapons out please tell me ;) In fact I "balanced" the weapons via an excel-sheet. If someone is interested: Its attached to this message. At the moment weapons are mostly balanced by their dps/minerals ratio. But I really dont know if thats a good idea :)
I have to go now. One last thing: As I said I really dont have much time so thats the main point why I dont play the game. The last few days I had some time, so I played a bit and there were some upgrades...
Totally agree about inventory. But maybe it would be interesting to make the number of slots due to level of the tank. F.e. mk1 tank has N slots in inventory, mk2 tank has N+1 slots, mk3 has N+2, protoss tank has N+3 (they need buffs at the moment) etc...
Have a proposal to buff mortars. Tried this type of weapon for a few times and now don't see any point of using it. Yes, it has high range and splash, but according to their accuracy its not enough.
What about some cool siege weapon, whitch is made of 2 mk3 mortars at elite shop? It would be very useful
I will review excel spreadsheet and give you some feedback. Could you also include an excel spreadsheet on all upgrades (armor in the base and other shops and all unit tier1-3 and other units in other shops you can buy included thor + include all abilities). I will compare life/armor vs existing guns. For example if shields are not used that often or not that high guns that are great against shields should not be that expensive so i need to know that information. I uninstalled the game 2 days ago so i cant check it myself.
Also review mine ideas. Look at them as an idea. What I want to do a plant a seed and something (perhaps) manifests out of it or from other people reading my ideas. Some of the ideas can be enhanced and changed. This is just a foundation and detail. When I want to make a game more fun and interesting you ask yourself an important question.
WHAT DOES IT TAKE TO MAKE THE PLAYER COME BACK AND PLAY AGAIN AGAIN AND AGAIN.
1. Ratings. You already have that but maybe it will be a great idea to put all ranks on the loading screen so people know if veteran is lower than master sergeant. People like to be perceived to be higher status so noobs will play to get that higher ranking. Change the upload screen. If you send me your current loading screen and a list of all ranks i can maybe do something on photoshop. PM me.
2. Various strategies must exist (i call it Plan B, Plan C, Plan Z, lol). So if your team isn'tdoing very well there should be other strategies to win. An example that i mentioned in my previous post that i.e. if you kill a queen one shop will be open to buy a super upgrade but only for 45 seconds and if you are first you can get that upgrade because everyone will rush to that shop. I noticed puts a lot of players off that if your team is weak and cant get outpost or keep outpost the game will be lost soon so there should be other strategies for noob players to 'KEEP GOING" keep fighting and not leave.
explain how does 50% shield or -35% work? so if if a gun shoots 100 damage per second if the gun is 50% shields and -35% on armor it will shoot 100 dmg x 1.5 on shields. after shields neutralized it will fire 100 dmg x 0.65 on armor?? If that is right i already see some of the guns are overpowered.
Dimassol:
What will be the reason making one tank more slots and other tanks less slots. The advantage of getting a better tier unit is already included in the price. The last time i played tier 1 tank cost 800 and tier 2 tank cost 2000. You are paying 1200 for that extra life and better upgrades. For example I like banshee because with that unit you can do amazing stuff where other players don't know how to counter that. why should banshee fans (tier 2 unit) should be penalized getting less -1 slot. lets say they hate tank tier 3 or even that big thor (cant remember how its called). Take another example. That 15k thor should be probably +4 slots then look how overpowered he will be. tier 2 tank with +2 slots vs + 4 slots. if you get that extra swarm missile in that extra 4th slot you will be unstoppable. automatically my idea of play will be get 2600 shields + power armor package + repair/tuning kit package + 3 swarms. not i could have 7 swarm missiles. that is crazy. tier 2 tank will be washed within a few seconds 7 swarm vs 4 swarms. let me know what you think. I think each slot can be bought however the more you buy the price increases exponentially. maybe you should upgrade your unit armor or weapon for sent units 4 times vs getting that extra slot. I find it a very hard to counter if you get highest tier unit you have most slots. its too overpowering. most people will buy tier 3 tanks also however some of us like tier 2 units because they are quick or have other abilities that are cool to use. i think tier 3 thor needs a lot of work to do. tier 3 tank has good upgrades, but not that lases (max damage 1000 total damage- pathetic).
REQUEST:
Also what i like to ask is to have ability to kill your own barracks if you wish to get rid of them. There is one strategy that (if that option is possible) is so overpowering that you can win so easily. And you can't counter that.
not to kill barracks, but to move them. sometimes you put it a bit out of place and 3 more barracks are blocked.
reporting a bug: when using tanks ability to repair itself (repairs over time) and at this time use repairing kit, you lose repairing kit. 4k minerals disapear
Yeah, to much, I think.
For example, we can take rainbow laser: 2x1800 + 2x3300 + 2x1000 + 2000 (as I remember) = 14k
Swarm rockets cost is about 9k and dps is much higher (about 880).
I played a lot already and all experienced players go into swarm missiles.
nerved it a bit...
@Dimassol: Go
True, what might be a good idea is the adjust the amount of damage that weapons do to shield and armour significantly. 1. Swarm does high damage to Armour but low to shield(40% less) 2. The opposite for laser. 3.Zapper In between. And so on,
this can allow people to upgrade their tanks according to the weapons the opposing team purchases. So if the blue team focuses on swarm missiles, the red team can focus on boosting their shields.
This makes it more strategic and everyone won't just rush for swarm, also they'll consider the Protoss units then rather than going for tanks or BOOM.
Maybe introduce a low damage weapon that can bypass shields?
Just thoughts . . .
Rocket barrage is still the only mid-game weapon. Medium cost and very high dps. It costs 4600 and deals 600 damage per shot.
For example, the same mid-game laser costs 4800 and deals 220 damage. No point of buying any weapon, except rockets.... Sad but true
You know you've made a good game when. People keep restarting even after multiple crashes. Good job!
@Dimassol: Go
imho Rocket barrage costs about 7600 but I see your point.
@Skanky1: Go
Thats a good idea. As you may know the weapons allready have special abilities (exept rockets). I boosted those abilities a lot (e.g. zapper now +50% against shields instead of +25%). See how this affects the gameplay.
@Skanky1: Go
Still crashing, hm? I cant really figure out the reason for those crashes.
@Freddy2287: Go
rocket barrage is made of 2 rockets mk2. They cost 1800. At elite shop rocket barrage cost is 1000.
1800+1800+1000 = 4600
7600 is the cost of those blue burst laser, whith deals almost the same dps
Btw, I love those new changes. Good job! Thank you very much for your work
Aaaah... thats the problem. :-D Rockets Mk2 had the wrong cost all the time :-D thy
Hi Freddy,
First of all I want to thank you for your hard work. I understand you are very busy due to studies and have a limited time to do any changes. I've been playing this game for some time now and this is my feedback:
1. GUNS STATISTICS (swarm missles example - damage per second) One Swarm Missile cost: 1800 x 4 Rockets 1000 x 2 Barrage upgrade 2000 x 1 Swarm Upgrade Total Cost 11,200 Damage per 1 second is 888. Now if you divide the total cost by 888 you will get mineral cost per 1 damage. If you take 11,200 and divide by Rockets 1800 mineral price you will get 6.2 rockets. I found out that rockets mineral cost is around 10.16. If you do the same for barrages you will get 10.67 and swarm is over 12 mineral per damage. Conclusion of this is that it is better to keep rockets or barrages until your slots are full and then go into swarm missiles due to cost efficiency. The player must be rewarded to be the first to get the best upgrade. The only positive of that is if you don't have any slots available you should only convert your rockets or barrages to higher tier gun swarm missiles to have more space. My point is that either you reduce the damage of rockets or increase the damage of swarm missiles. Squadron TD Basics. You are better of upgrading your unit than getting another unit. So why shouldn't the same principle apply to guns in your game? I found many inconsistencies in this game. I recommend to put all statistics on excel and calculate various measurements yourself.
2. TOWERS TO PLACE ON HIGH LAND I still cant find several places where I can place various turrets (on the hills) and marauders cant see them with their vision range and rockets fire at everything they can. The only way to counter that is to get a unit that can warp or just ignore it. Eventually after 1 hour zerg is so powerful that it takes 3-4 waves of zerg units (after 1 hour) to take them of. That is a big advantage for the team to place that turret.
3.1 SLOTS - CHEST I like to get more slots. I would like to get 1 extra slot where you can put an item but you can't use it. Its like a chest. Normally when i seek to get swarm missles x 3 rush i end up with shields 2600 (for 4000 minerals) and powerful armor package and i hate going to get upgraded with less amunition. I would like to have an option to quickly swap items to GET THE HELL OUT OF THERE FIREZONE if I am attacked.
3.2 SLOTS TO BUY You should be able to buy a slot. It should be pretty expensive. You usually already full by 45 th minute. The price should be determined by how many minutes played. So for example you cant buy the first 30 minutes. After that the extra slot is unlocked but the price increases every 5 minutes by X%.
4. QUEEN KILL REWARDS You should get a reward if you kill a queen. What do I mean by that. For example: one item in one specific shop will be open for 45 seconds. Now everyone knows that and everyone will go there to get that upgrade. The upgrade is only one so only one player can buy it if he has enough minerals. So if you team are really good and they want to get those cool items (can be guns, armor or shields) they can kill the queen but the consequence of that is they will be attacked as a result of that. So the overpowered team are so confident that lets say they kill the queen 5 times so its 5 North : 0 South but as a result of that the zergs attacking the north team so badly that some of the player(s) needs to defend the base because zergs are too powerful and it will kill your base.
5. GENERATOR TOWERS The Generation towers must be placed somewhere else. Somewhere where it will be very hard to kill. Maybe close to the repair towers but not too close because when i go through the middle with 2600 shields tier 2 tank with powered armor package and 2 swarm missiles i take 4 turrets and both generation towers so easily. So if the weaker team is not playing good and is doomed to loose they should have an opportunity to kill the enemies when enemies try to take down the generation towers (they should be places close to the repair tower). The weak players will able to shoot and repair quicker which makes the overpowered to give easier kills and make them risk more.
6 SPEED in your base If the enemy attacks your base either the enemy speed should be lowered by 50% or the attacked base player speed should increase. If the base is already attacked that means that the enemy is highly likely more powerful than other team. This means that if the enemy goes into the base further he is risking by charge of other player to kill him and he cant run away because he/she is slower 50%. It may be 33%.
7. TELEPORT ANYWHERE I wouldl to have an option where all players should have an option to teleport anywhere they want within 8 seconds. This can be used not as often as you teleport to your base. I found that if you are a good player and all leave and leave you with 4 enemy players you cant get outposts that quickly as they are. So you should have an opportunity to teleport as quickly as possible. Teleport will cooldown depended of how many people in your team. So if you vs 4 other players your cooldown will be 4 times faster then other players. The teleport cant be in the outposts it can be only close to the outpost.
8. RE-COUNT OF CAPTURING OUTPOTS I noticed especially at the beginning of the game if i come to the outpost first it starts 30 second count to capture the outpost however when the enemy marines/maureder come and fire at me or at my units (meet at the middle of the outpost centre) the count restarts which looses the whole point of coming to the outposts first and try to capture it. For example if you capture the outpost and two enemies come 5 seconds later when my marines/maruaders came to protect me they cant kill me both enemies shoot at the marauders/marines first. And this should be sufficient time to capture the outpost. now the enemy team 2 players are not have to get the hell out of here but they need to go through to turrets of the outposts and while it shoots at the turrets i can go and kill them because I shoot at them directly.
9. NOOBS LEAVE EVERY GAME I noticed that people who play the first time often are killed several times by pro players because they they think they target a specfic unit but all it happens that their tank moves to that place (they think it is attack button but it is actually a move button). After being killed 4-6 times in the first 10 minutes they rage quit. Now look what is really happening here. If all other 3 players are pros the enemy team gets VERY IMPORTANT minerals at the begining of the game which can be exchanged into rockets, shields, etc. The first 10 minutes are crucial so extra rocket for 1800 mineral can be day or night. What I suggest is to give less weight killing a newbie and a legion. This means PRO level players (legends or master seargents, etc) will be hunted more often because the enemy will get more minerals however they will be probably harder to kill.
10. CAPTURE OUTPOST REMINDER Keeping the outposts captured is the most important thing in the first 10-15 minutes so maybe you should get a sign "ALL PLAYERS SHOULD CAPTURE OUTPOSTS AT ALL COST TO GET MORE MINERALS" or something. The newbies don't know the heck to do there so if they understand it better they qont quick that often. This sign should pop in green after the countdown to capture outpots. I also urge to put the pop up text to tell people to buy a tank first and then a gun because what sometimes happen is some noob buys a gun first for 800 and dont have any money for a tank. Frankly I am happy about it because he will not feed the enemy for 5 minutes but still i think noobs should be reminded three main things: 1. If you are a noob buy a tank first, then laser for 300 (the best gun at the beg of the game) 2. If you are a noob always go with someone and stay behind him. Don't be a hero or be killed. 3. Follow rules 1 and 2 and capture outposts and protect them at all costs. Obviously make it shorted, concise and clear. I made it a but sarcastic. lol :)
11. VISION OF FIRE RATE Each Player should have a vision around their unit how far it can fire. For example in normal starcraft 2 game when siege tank sieges you can see how far it can shoot. These units should be able to do that too. It allows pro's to manipulate their tanks better. Why again? Because some people should be encouraged to get long range guns vs short range vs swarm missiles. Long range guns have different strategy. they are not that powerful but boy there are deadly if you keep the distance. So Banshee (3.5 speed) plus long range have very bad health (tier 2 tank can easily kill it) but if it has long range guns they can be helper to other team players to help to kill the enemy faster and don't get shot that often.
12. BASHEE CLOAK TIER 2 Banshee Tier 2 unit is worthless when everyone gets cloak upgrade for 300 or 600. This upgrade should be minimum 3000 not 300 or 600 for upgraded version to see cloak units. Why? Because the reason i choose banshee is so no one could detect me. I don't have much armor but i am invisible. So other player really need to think should i pay 3000 for this upgrade to see cloak units or just try to avoid him. The banshee is harmless vs tier 2 tanks not to mention tier 3. Just saying. So you need to increase cloak use from 100 to 150 so less cloak upgrades be used because 3000 is a lot of money to buy for all 4 players however if you make the banshee's energy per second elapse quicker that should balance. After all upgrades banshee should be invisible 3 seconds max. that is two times of barrage fire rate of 3 times of swarm missles. cloak units upgrade for 3000 should balance tanks higher life armor due to this upgrade.
13. TAKES TOO LONG TO PLAY ONE GAME A normal game of desert strike last from 10 to 30 minutes if you know how to play right. This game can be finished if you are really really really good in 35-45 minutes. Usually it goes over 1 hour. I would like to get a faster transition. I didn't think of ways but I will try to plant a seed right there. What would make the game play quicker so it will not last over 1 hour. These are the options that come to my head:
1. SPEED: Movement speed in particular places i.e. when going to get swarm missles (zerg area), on the hills so most people will avoid going through main roots and attack there more often because the speed is faster there, in your own base too.
2. MAP SIZE: I don't think you can change the size because you made so much work so lets leave it as it is.
3. MINERAL WAVES: 75% of the minerals should come as for everyone and only 25% should come from outpost. The mineral waves should have more money so people can buy better guns quicker. For example less than 300 at the begging of the game is too slow. It may be the first time but increase of minerals should be higher. Just saying.
4. MARINES/MAURADERS UPGRADE INCREASES FASTER: if you change No. 3 obviously increase the speed of upgrades of units and zergs. This will def make the game faster.
I actually though of creating a similar game long time ago but just didn't have the time. I have tons of more ideas but this should be enough for now.
Add me to your friend list MAXIMUS in Europe Server and I can share some more ideas.
Good Luck
P.S. I never see you in this game maybe play sometime as team or enemies.
Take care
New update is awesome! Thank you, Freddy! Game became much more balanced!
Found 1 bug. The bottom bridge at nothern base is now impassable for tanks, only marines can pass. Tank just goes around through center. Hope for fix. Ty
wow big feedback. I appreciate your effort and I'll take some time to go through all your points after the weekend.
Just some quick response to two points: 1) Rocket Mk2 costs where wrong and I didnt see it a long time @Dimassol: Go pointed it out and it was fixed yesterday. 2) The inventory is a part of its own - The inventory system is copy-pasted from the chef of aiur map to look quite nice, but because its a blizzard-mod I cant change the looking or the number of slots. Or at least I dont know how to... I'm not that pro in the data-editor. Its a lot better than the very ugly and bad to use stock-inventory system though.
Regarding balancing: I think it is one of the most difficult parts at all. When you have a "formular" to balance all the weapons out please tell me ;) In fact I "balanced" the weapons via an excel-sheet. If someone is interested: Its attached to this message. At the moment weapons are mostly balanced by their dps/minerals ratio. But I really dont know if thats a good idea :)
@Dimassol: Go: Hotfixed it. Thx.
I have to go now. One last thing: As I said I really dont have much time so thats the main point why I dont play the game. The last few days I had some time, so I played a bit and there were some upgrades...
Yep I totally agree! Changes are awesome
Thanks for taking the time to make the changes, it's great seeing people actually use lasers now as well.
Day night is cool, maybe give the tanks lights :D
@Skanky1: Go
Agree. Now when rockets cost 3300, players started to buy lasers and zappers more often, not only rockets. And even pro-players.
@Maximusssss: Go
Totally agree about inventory. But maybe it would be interesting to make the number of slots due to level of the tank. F.e. mk1 tank has N slots in inventory, mk2 tank has N+1 slots, mk3 has N+2, protoss tank has N+3 (they need buffs at the moment) etc...
@Freddy2287: Go
Have a proposal to buff mortars. Tried this type of weapon for a few times and now don't see any point of using it. Yes, it has high range and splash, but according to their accuracy its not enough. What about some cool siege weapon, whitch is made of 2 mk3 mortars at elite shop? It would be very useful
@Freddy2287: Go
I will review excel spreadsheet and give you some feedback. Could you also include an excel spreadsheet on all upgrades (armor in the base and other shops and all unit tier1-3 and other units in other shops you can buy included thor + include all abilities). I will compare life/armor vs existing guns. For example if shields are not used that often or not that high guns that are great against shields should not be that expensive so i need to know that information. I uninstalled the game 2 days ago so i cant check it myself.
Also review mine ideas. Look at them as an idea. What I want to do a plant a seed and something (perhaps) manifests out of it or from other people reading my ideas. Some of the ideas can be enhanced and changed. This is just a foundation and detail. When I want to make a game more fun and interesting you ask yourself an important question.
WHAT DOES IT TAKE TO MAKE THE PLAYER COME BACK AND PLAY AGAIN AGAIN AND AGAIN.
1. Ratings. You already have that but maybe it will be a great idea to put all ranks on the loading screen so people know if veteran is lower than master sergeant. People like to be perceived to be higher status so noobs will play to get that higher ranking. Change the upload screen. If you send me your current loading screen and a list of all ranks i can maybe do something on photoshop. PM me.
2. Various strategies must exist (i call it Plan B, Plan C, Plan Z, lol). So if your team isn'tdoing very well there should be other strategies to win. An example that i mentioned in my previous post that i.e. if you kill a queen one shop will be open to buy a super upgrade but only for 45 seconds and if you are first you can get that upgrade because everyone will rush to that shop. I noticed puts a lot of players off that if your team is weak and cant get outpost or keep outpost the game will be lost soon so there should be other strategies for noob players to 'KEEP GOING" keep fighting and not leave.
3.to be continued...
@Freddy2287: Go
explain how does 50% shield or -35% work? so if if a gun shoots 100 damage per second if the gun is 50% shields and -35% on armor it will shoot 100 dmg x 1.5 on shields. after shields neutralized it will fire 100 dmg x 0.65 on armor?? If that is right i already see some of the guns are overpowered.
@Dimassol: Go
Dimassol: What will be the reason making one tank more slots and other tanks less slots. The advantage of getting a better tier unit is already included in the price. The last time i played tier 1 tank cost 800 and tier 2 tank cost 2000. You are paying 1200 for that extra life and better upgrades. For example I like banshee because with that unit you can do amazing stuff where other players don't know how to counter that. why should banshee fans (tier 2 unit) should be penalized getting less -1 slot. lets say they hate tank tier 3 or even that big thor (cant remember how its called). Take another example. That 15k thor should be probably +4 slots then look how overpowered he will be. tier 2 tank with +2 slots vs + 4 slots. if you get that extra swarm missile in that extra 4th slot you will be unstoppable. automatically my idea of play will be get 2600 shields + power armor package + repair/tuning kit package + 3 swarms. not i could have 7 swarm missiles. that is crazy. tier 2 tank will be washed within a few seconds 7 swarm vs 4 swarms. let me know what you think. I think each slot can be bought however the more you buy the price increases exponentially. maybe you should upgrade your unit armor or weapon for sent units 4 times vs getting that extra slot. I find it a very hard to counter if you get highest tier unit you have most slots. its too overpowering. most people will buy tier 3 tanks also however some of us like tier 2 units because they are quick or have other abilities that are cool to use. i think tier 3 thor needs a lot of work to do. tier 3 tank has good upgrades, but not that lases (max damage 1000 total damage- pathetic).
REQUEST: Also what i like to ask is to have ability to kill your own barracks if you wish to get rid of them. There is one strategy that (if that option is possible) is so overpowering that you can win so easily. And you can't counter that.
not to kill barracks, but to move them. sometimes you put it a bit out of place and 3 more barracks are blocked.
reporting a bug: when using tanks ability to repair itself (repairs over time) and at this time use repairing kit, you lose repairing kit. 4k minerals disapear
Very good job, I have yet to play enough to provide feedback, but overall fantastic job. I wish there were more players online. When do you play?