Ah, you're already working on the balance again :)
Point resets seem to get more, at least for me, I don't know if I'm just having bad luck right now or if it's the case for other players as well. But as all weapons are available now, it doesn't matter that much :)
I'd like the chat change as well, it would make the chat less distracting while people that are knocked out can still chat about what's happening.
Keep up the good work, your map is just too good for the popularity system!
After a stupidly long time of reading through my code, I've located an error in the way I was handling banks. I've rewritten it and it should fix players from getting their stats reset. I'm still working on making a tournament friendly mode in the next update. Additional balance updates are being made as well. If I finish soon, ill try to add something new and fun.
UPDATE: Observer Support is finished, currently testing.
The observer system is being implemented as follows. During the start of the game, a player may type -ref or -referee to become a spectator. After doing this, he/she will no longer be playing and does not have a planet. There must be at least 2 players left afterwards in order to use this command. After the initialization phase of the game, the command is disabled. This feature is purely to add spectator functionality for private games and tournaments (Since lobby spectators do not work). The feature is not obvious or displayed in the game UI at the start, since it doesn't really have a use in regular matches.
Additionally, I'm making more balance changes.
Tectonic Launch (Rock)
Cooldown raised to 9 seconds. (Up from 8 seconds)
Cooldown lowered to 12 seconds. (Down from 13 seconds)
Detonation force increased by 25%.
Cooldown lowered to 16 seconds. (Down from 18 seconds)
The observer system sounds like a good solution, is it already implemented?
Singularity Charge seems to be extremely strong now, it's impossible to survive when you get hit by one of the strong accelerated little rocks. Sometimes you can get two people killed by one charge plus putting yourself in great danger
I don't know what the best way to balance it would be, maybe try something between the former and the current force.
I may have overbuffed it since I lowered its cd and increased it force at the same time. I'll probably end up restoring its force back to what it was but give it a 15 or 14 second cd, since the long cooldown is what made it so weak before.
The observer system is in, you just need to type -ref at the welcome message. I didn't want it to be obvious since its intended for private games.
Ill try to throw in same new skins next update. I just gotta draw them myself.
Regarding the Singularity charge: The thing is that sometimes it looks ridiculously overpowered, sometimes it doesn't do shit. I would like to see how it would play out if you would buff the pull on planets, but take out the force on the little rocks. This way it's effect would be under direkt control of the player and the weapon wouldn't seem so random anymore. Dunno if this is possible tho.
At the moment I've reduced the detonation pull on asteroids by roughly 70%. This is enough to redirect asteroids but not enough to give them ridiculously high speeds. The pull on all other objects remains the same. I've also reduced the cooldown of the weapon by 2 seconds.
I've also added 2 more skins in the next update, Frozen Earth and Dust, available at rank 5 and 6 respectively.
I've changed how the unlock system works since you last played. All weapons are unlocked at default so new players aren't at a disadvantage.
EXP only applies to the cosmetic planet models. The rewards aren't really that enticing to grind for since they make no difference in game play. I don't want the game to revolve around farming, since its not fun and anyone could just make a private match with an afk friend and go 40-0 to get what they want.
Here's some notes I've got for the next version. I'd like to hear feedback since some of this may change the game a bit. Take note this is only the big changes I have planned at the moment, some more things may be implemented as well.
Battle Planets v3.12
Asteroids no longer tag for kills
Reworked the way some weapons tag for kills
- Sol System
Push from hitting Sol reduced by 50% to help new players out.
Size of the Sol map increased by roughly 20% (in radius).
A new options screen has been added, and can be accessed by a button similar to how the planet panel.
Added option checkbox for inverted shooting.
Added option checkbox for inverted boost targeting.
Added option checkbox for hold-leftclick shooting.
Added option to change the default skin and weapon you start the game with. (Maybe)
Redesigning tutorial to better introduce new players to the game.
Not exactly, since I can't reliably predict where someone's next click will be in a reactionary physics game.
Since in the game you may move at high speeds, your planets position often changes significantly by the time the battle.net receives your mouse click. Therefore, if you intended to slow down at first by launching a shot at a point ahead of their planets motion, you may actually push yourself to go even faster, as that target point is now behind you. What I've done is just correct the player's shots based on their speed and ping time, by translating their target point in the direction of their motion. This gives a feeling that your shooting towards the point that you clicked at about 250ms earlier, especially when traveling sideways. Obviously, this doesn't actually reduce the delay at all, it just tries to remove errors caused by the high bnet pings.
I actually like the change for Sol. Right now, this map is boring once you played it a few rounds (not in the game but over all). With this change, it's more like a map for beginners and I think it would be good to say that at the start of the game or the tutorial (you should also mention that the suns are stronger in the other systems).
About the new options, we'll have to see how they play out.
Letting the host decide if the tutorial comes up or not is a very good idea. Maybe always start it when the majority of players is new and otherwise you still have the option to start it. That isn't neccessary right now as the map is only played in parties but in case the map gets more popular a public game could very well have a host who doesn't start the tutorial despite 4 of 5 players being new to it.
And if it's not too much work, I also strongly support the change of the chat.
I'm reconsidering some of the options, but I've had many complaints about boost feelings too backwards to use, which is why I'm considering putting in an option to switch the way its targeted.
The changes to Sol are really for new players. Since Sol is the default map, it needs to be optimized for new players, and many new players found themselves flying into the sun and bouncing off the map before they could figure out whats going on. I may reduce the Sols gravity as well.
If the majority of players are new, there will be no way to skip the tutorial. I like the idea of the host being able to enable the tutorial so it will still play even if fewer than half of the players are new.
Chat changes may be kind of awkward. Do you mean that the text (game messages and player chat) appears in a separate window in the top left of the screen rather than the middle of the screen?