1. -units should face where they are shooting (tanks can be an exception)
2. -drones never ever retreat, doesnt matter how far you go away
3. -neutralizer do not seem to be having a big impact right now. this would be another thing however if there are more teamhelping builds with heal\shield laser
4. -heal\shield laser builds are currently not the best choice due to their target priority
5. -mines dont do the job
6. -turrets are glascannons
7. -missiles rank 2 and 3 have range 11
8. -capturing points is just weird. you cant do it alone and need to be lucky that some marines come along
9. -you should consider to change the baselayout. maybe make an menu to purchase things, its currently a runaround to shop.. second negative point at the current design: you are limited in itemspace. this allready is leading to uneccessary clicks on most of the shops (power diagnostics, snare drones in example)
10. -shopping is a really fummbly matter. switching weapons out for new ones should work automatically, selling the old one
Unit facing is somewhat difficult. It's a whole new can of worms. I could easily make weapons only fire in a given arc infront of your vehicle. The thing is, would it be too much of a pain in the ass to play with? I suppose you're referencing the Thor. Yes, it does look silly. No, I'm not happy with it. Suggestions what to replace the Thor with are appreciated.
I want drones to retreat if you are too far away. I just need a good way to do it.
Neutralizers, I disagree. They do the same damage as a cannon with nearly the same range. Try using a 1x cannon 3x neutralizer setup.
I agree with healing weapons' prio being messed. I'll give them another pass in the future.
I'm not fully happy with mines either. May increase radius.
Turrets are too easily replaced to be anything but glass cannons.
Missile range is fixed. Will upload today.
Agree with capture points. Hopefully the new system will help.
Lastly, I agree shopping needs work. I might resort to a dialog based system. This would be major work for not much gain however, so I'm going to prioritize content and gameplay for now.
regarding the thor its not only a matter of aesthetic. i thought of it as a unit wreacking havoc in front of it, but having a blind spot in the back. however would this mess up the balance to much i guess.. was just an idea comming to my mind.
drones could work like sillabear in dota for example. if they are out of range (15 maybe) they teleport to you.
the item system has no benefit yet. however should you consider adding more items in future builds. there is just no room the way it currently is. its by no means urgent right now.
sorry.. i didnt mean neutralizer. the thing that sucks energy out and give it to you.. whats that called? :D
-
consider adding another loading screen.. with instructions and stuff (for new player)
that sounds interesting.. should make some cool tank builds with mass shield regen based on energy =)
on the neutralizer.. i just tested them, they are good no arguing there. however they are too similar to cannons in general. how about giving them less base damage and more damage when the target has no energy anymore (difference between energy lost and energy burned)
-still no animation of containment field :(
-killmessages apear in the same box as not enough energy warnings.. i am one of the kind who constantly spams abilitys and therefore has many messages overriding kills.. can you change that? the inventory covers it too
-beeing able to buy in enemy base is not good
-dropped items get autoattacked by enemy forces
-i think i did the biggest abuse possible right now. the game was lost, they got all 5 points but struggeld to finish. nearly every tank was maxed, i had 100k over, went to their base focused the hq. i got nearly killed (had 3600hp) and just bought another tank, rince and repeat. i bought 4 tanks everytime healing me full until hq died. this will be fixed with the buy in enemy base fix ;P
if you get behind you stay behind there very little chance of pulling back a victory since the npc start to totally overpower yours leaving you to constantly defend.
the weapons should auto shot whatever comes into range more like they do in battle tanks for WC3TFT, otherwise there is nearly no point of using the short ranged weapons since you can focus fire down your opponent from afar.
it seems easier to manage your shield than your health since it only heals once every 5 seconds and costs mana rather than constant stream for shields which can cost nothing.
other than that very good early attempted, I think 4 bases keeps it more even and give you a chance to fight back.
any chance of a levelling system and giving each tank/vehicle its own abilities, scouts get speed boost and fire rate while big tank get focus fire and shields etc
on the neutralizer.. i just tested them, they are good no arguing there. however they are too similar to cannons in general. how about giving them less base damage and more damage when the target has no energy anymore (difference between energy lost and energy burned)
I'm holding off adding one because it's more of a passive buff than an activated spell. I might change the ability wholesale to provide more reduction but for a set period and with a long cd.
-killmessages apear in the same box as not enough energy warnings.. i am one of the kind who constantly spams abilitys and therefore has many messages overriding kills.. can you change that? the inventory covers it too
Sorry. It's not something I want to change. I could remove the "not enough energy" error though.
As far as I'm aware, this isn't actually fixable. Shops have to be owned by a neutral player, I only colour them to match their teams. If someone does have a solution to this, I'd appreciate it.
-i think i did the biggest abuse possible right now. the game was lost, they got all 5 points but struggeld to finish. nearly every tank was maxed, i had 100k over, went to their base focused the hq. i got nearly killed (had 3600hp) and just bought another tank, rince and repeat. i bought 4 tanks everytime healing me full until hq died. this will be fixed with the buy in enemy base fix ;P
See above. I have a few ideas, I'll test them out.
thanks also playing healing is far to effective at the moment you run around with 40 healing ones 2-3 of them + an energy orb none of your team dying any time soon unless focused on totally.
i imagine you will create more weapon types over time like laser or multi hitting ones etc? by laser i mean something like the void rays laser the longer its on someone the more damage etc.
I do plan to add quite a lot, yeah. The 3rd energy weapon will be a single target beam that increases in power the longer it's on the target. I'll get around to that as soon as I've made the current weapons useful.
I've tried messing around with requirements on the items depending on which base you are in to prevent you buying from enemy shops. Seems like the game isn't having any of it.
Edit: Nevermind. Nailed it. You can only buy from your own shops now.
eiviyn could you please take a look into neutralizer drones they seem like smash anything else... other drones bio packs enemy heroes ...
it is like they just frickin don't die compared to any other drone out there.
I gave it some more goes tonight, here's more thoughts of mine;
-Like others have mentioned, the Neutralizer drones seem to have retarded amounts of hit points. One rank 1 neutralizer drone is basically enough to make the whole first 5 minutes of a match completely one sided, as all your units will spend 10 seconds trying to kill the drone while getting raped themselves. This idea in itself isn't stupid, but if you want to implement it you should add something along the lines of a 'decoy drone' of which the whole concept is about it taking hits without doing anything special. As it is the Neutralizer drones just seem grossly overpowered.
-I'm not sure if you intended your map to be played this way, but I've tried playing a healer a couple of rounds. As in: throw away all normal weapons and mass up on shield and armour repairers + energy regeneration equipment. I was surprised at how viable even this manner of play was, though I have a couple of comments;
A) Healers, while pretty good when played correctly, are inherently penalized because they barely get any kills (I tend to bring along a drone, just to get *some* kills), thus gain less money. This isn't as much of a problem in early game as it is in late game, when DPS players simply do so much more damage that they're literally sitting on 4X ultimate weapon when you are barely reaching enough to upgrade your second heal to max rank.
B) The heals should be targetable - I've had a couple of my allies die because the heals went off healing marines. I reckon it should be fairly doable if you turn the heals into actual weapons that do minus X damage and are friendly targets only?
C) Even aside from the priorities, the heals sometimes seem to target targets all across the map. It seems that it's just the visual that is off, though I'm not entirely sure.
With just a couple of changes, you could make playing a full-time healer a completely viable option in your map and add a LOT of dimension.
-Might it be an idea to enable the AI you made for the map if someone quits?
Overall, still loving it, the gameplay is right and the amount of customization is awesome.
The neutralizer thing is a bug. I'm going to upload the new version now which should fix that.
I need to go over healing weapons. I don't like how they work overall. The graphic is indeed off, the weapon will, every 2 seconds, find the lowest health target in range and cast on them. The graphic, however, seems to play on whoever it wants.
As for healers getting less money, well, I'm not sure. I thought about just making enemy player kills reward your whole team rather than 1 player. So you kill someone, and you all get a reward. I'd argue that while you're getting less kills yourself, you're denying the enemy kills too which should even out the income.
Overall playing a healer does work but I agree it needs another design pass. My next update after this one was going to be fixing the AI (all my recent changes made the AI rather... dated), after that I'll take a look at healing and mines.
P.s. the AI should kick in if someone leaves. I swear I've seen it kick in myself even!
Upgrades are no longer automatic. Spend vespane at your upgrade relay, located at your repair zone.
Vespane is a team resource. Spending your vespane will spend everyone's. (P.s. don't bother trying to trade vespane, it's an internal variable really!)
Changed layout of middle outpost, again.
Fixed neutralizer drone health.
Turrets scale better with your health.
Significant AI pathing changes. Should be easier to take outposts now. AI no longer defends outposts anymore. That's your job.
No more dropship spawns. Sorry. Units only spawn from your Hercules now and destroying a Landing Tower will stop one side of the Hercules' spawns. Destroying both will destroy the Hercules.
Energy Siphons got some love. Please check them out.
As far as I'm aware, this isn't actually fixable. Shops have to be owned by a neutral player, I only colour them to match their teams. If someone does have a solution to this, I'd appreciate it.
Just do a trigger that everytime when an item is bought, checks for the owner (shop) and whether the shop was assigned to own or enemy "faction". If it is not from the own faction, autodestroy the item.
Just do a trigger that everytime when an item is bought, checks for the owner (shop) and whether the shop was assigned to own or enemy "faction". If it is not from the own faction, autodestroy the item.
I already fixed it. It's live now. That wasn't my solution however! You won't even be able to see enemy items now.
1. -units should face where they are shooting (tanks can be an exception)
2. -drones never ever retreat, doesnt matter how far you go away
3. -neutralizer do not seem to be having a big impact right now. this would be another thing however if there are more teamhelping builds with heal\shield laser
4. -heal\shield laser builds are currently not the best choice due to their target priority
5. -mines dont do the job
6. -turrets are glascannons
7. -missiles rank 2 and 3 have range 11
8. -capturing points is just weird. you cant do it alone and need to be lucky that some marines come along
9. -you should consider to change the baselayout. maybe make an menu to purchase things, its currently a runaround to shop.. second negative point at the current design: you are limited in itemspace. this allready is leading to uneccessary clicks on most of the shops (power diagnostics, snare drones in example)
10. -shopping is a really fummbly matter. switching weapons out for new ones should work automatically, selling the old one
@Ryaneko: Go
Unit facing is somewhat difficult. It's a whole new can of worms. I could easily make weapons only fire in a given arc infront of your vehicle. The thing is, would it be too much of a pain in the ass to play with? I suppose you're referencing the Thor. Yes, it does look silly. No, I'm not happy with it. Suggestions what to replace the Thor with are appreciated.
I want drones to retreat if you are too far away. I just need a good way to do it.
Neutralizers, I disagree. They do the same damage as a cannon with nearly the same range. Try using a 1x cannon 3x neutralizer setup.
I agree with healing weapons' prio being messed. I'll give them another pass in the future.
I'm not fully happy with mines either. May increase radius.
Turrets are too easily replaced to be anything but glass cannons.
Missile range is fixed. Will upload today.
Agree with capture points. Hopefully the new system will help.
Lastly, I agree shopping needs work. I might resort to a dialog based system. This would be major work for not much gain however, so I'm going to prioritize content and gameplay for now.
regarding the thor its not only a matter of aesthetic. i thought of it as a unit wreacking havoc in front of it, but having a blind spot in the back. however would this mess up the balance to much i guess.. was just an idea comming to my mind.
drones could work like sillabear in dota for example. if they are out of range (15 maybe) they teleport to you.
the item system has no benefit yet. however should you consider adding more items in future builds. there is just no room the way it currently is. its by no means urgent right now.
sorry.. i didnt mean neutralizer. the thing that sucks energy out and give it to you.. whats that called? :D
-consider adding another loading screen.. with instructions and stuff (for new player)
Siphon. And yeah. I plan to make those also suck shields.
that sounds interesting.. should make some cool tank builds with mass shield regen based on energy =)
on the neutralizer.. i just tested them, they are good no arguing there. however they are too similar to cannons in general. how about giving them less base damage and more damage when the target has no energy anymore (difference between energy lost and energy burned)
-still no animation of containment field :(
-killmessages apear in the same box as not enough energy warnings.. i am one of the kind who constantly spams abilitys and therefore has many messages overriding kills.. can you change that? the inventory covers it too
-beeing able to buy in enemy base is not good
-dropped items get autoattacked by enemy forces
-i think i did the biggest abuse possible right now. the game was lost, they got all 5 points but struggeld to finish. nearly every tank was maxed, i had 100k over, went to their base focused the hq. i got nearly killed (had 3600hp) and just bought another tank, rince and repeat. i bought 4 tanks everytime healing me full until hq died. this will be fixed with the buy in enemy base fix ;P
Several things that I am not a fan of
if you get behind you stay behind there very little chance of pulling back a victory since the npc start to totally overpower yours leaving you to constantly defend.
the weapons should auto shot whatever comes into range more like they do in battle tanks for WC3TFT, otherwise there is nearly no point of using the short ranged weapons since you can focus fire down your opponent from afar.
it seems easier to manage your shield than your health since it only heals once every 5 seconds and costs mana rather than constant stream for shields which can cost nothing.
other than that very good early attempted, I think 4 bases keeps it more even and give you a chance to fight back.
any chance of a levelling system and giving each tank/vehicle its own abilities, scouts get speed boost and fire rate while big tank get focus fire and shields etc
Perhaps. I'm happy with them for now however.
I'm holding off adding one because it's more of a passive buff than an activated spell. I might change the ability wholesale to provide more reduction but for a set period and with a long cd.
Sorry. It's not something I want to change. I could remove the "not enough energy" error though.
As far as I'm aware, this isn't actually fixable. Shops have to be owned by a neutral player, I only colour them to match their teams. If someone does have a solution to this, I'd appreciate it.
Only solution here is to make them invulnerable, which I don't want to do.
See above. I have a few ideas, I'll test them out.
@SoulSpawn: Go
I'm hoping this latest build will solve most of your issues. I'll try to get it up today.
@Eiviyn: Go
thanks also playing healing is far to effective at the moment you run around with 40 healing ones 2-3 of them + an energy orb none of your team dying any time soon unless focused on totally.
i imagine you will create more weapon types over time like laser or multi hitting ones etc? by laser i mean something like the void rays laser the longer its on someone the more damage etc.
I do plan to add quite a lot, yeah. The 3rd energy weapon will be a single target beam that increases in power the longer it's on the target. I'll get around to that as soon as I've made the current weapons useful.
I've tried messing around with requirements on the items depending on which base you are in to prevent you buying from enemy shops. Seems like the game isn't having any of it.
Edit: Nevermind. Nailed it. You can only buy from your own shops now.
Damn this looks amazing! When do you think we'll be able to play it on US servers?
I'm going to wait until the 21st for this new patch to be released. If I still can't publish on US, I'll have to get help.
why on gods green earth do small neutralizer drones have 480 hp?
@Eiviyn: Go
:o You really are a busy bee.
eiviyn could you please take a look into neutralizer drones they seem like smash anything else... other drones bio packs enemy heroes ... it is like they just frickin don't die compared to any other drone out there.
I gave it some more goes tonight, here's more thoughts of mine;
-Like others have mentioned, the Neutralizer drones seem to have retarded amounts of hit points. One rank 1 neutralizer drone is basically enough to make the whole first 5 minutes of a match completely one sided, as all your units will spend 10 seconds trying to kill the drone while getting raped themselves. This idea in itself isn't stupid, but if you want to implement it you should add something along the lines of a 'decoy drone' of which the whole concept is about it taking hits without doing anything special. As it is the Neutralizer drones just seem grossly overpowered.
-I'm not sure if you intended your map to be played this way, but I've tried playing a healer a couple of rounds. As in: throw away all normal weapons and mass up on shield and armour repairers + energy regeneration equipment. I was surprised at how viable even this manner of play was, though I have a couple of comments;
A) Healers, while pretty good when played correctly, are inherently penalized because they barely get any kills (I tend to bring along a drone, just to get *some* kills), thus gain less money. This isn't as much of a problem in early game as it is in late game, when DPS players simply do so much more damage that they're literally sitting on 4X ultimate weapon when you are barely reaching enough to upgrade your second heal to max rank.
B) The heals should be targetable - I've had a couple of my allies die because the heals went off healing marines. I reckon it should be fairly doable if you turn the heals into actual weapons that do minus X damage and are friendly targets only?
C) Even aside from the priorities, the heals sometimes seem to target targets all across the map. It seems that it's just the visual that is off, though I'm not entirely sure.
With just a couple of changes, you could make playing a full-time healer a completely viable option in your map and add a LOT of dimension.
-Might it be an idea to enable the AI you made for the map if someone quits?
Overall, still loving it, the gameplay is right and the amount of customization is awesome.
@Mozared: Go
The neutralizer thing is a bug. I'm going to upload the new version now which should fix that.
I need to go over healing weapons. I don't like how they work overall. The graphic is indeed off, the weapon will, every 2 seconds, find the lowest health target in range and cast on them. The graphic, however, seems to play on whoever it wants.
As for healers getting less money, well, I'm not sure. I thought about just making enemy player kills reward your whole team rather than 1 player. So you kill someone, and you all get a reward. I'd argue that while you're getting less kills yourself, you're denying the enemy kills too which should even out the income.
Overall playing a healer does work but I agree it needs another design pass. My next update after this one was going to be fixing the AI (all my recent changes made the AI rather... dated), after that I'll take a look at healing and mines.
P.s. the AI should kick in if someone leaves. I swear I've seen it kick in myself even!
Version 1.33 is up.
Just do a trigger that everytime when an item is bought, checks for the owner (shop) and whether the shop was assigned to own or enemy "faction". If it is not from the own faction, autodestroy the item.
I already fixed it. It's live now. That wasn't my solution however! You won't even be able to see enemy items now.