-you cannot order waypoints after relocation anymore. in addition the view centers on you, so you need to scroll to where you want to go again.. its really annoying.
Is there really any point with the PF? If you've lost all 5 nodes you'll probably lose anyway if it's mid-lategame. If you've lost the landing towers then you WILL lose. It's not like UT2004 Onslaught where you can get back and win even if you only have 1 hp on the core. Killing the PF seems mostly just about finishing an already won game.
In the latest version I've made 2 changes to this. Firstly, killing a player no longer rewards minerals. Instead, your team gains 10 vespane. Secondly, the game ends once both landing towers are down. This should hopefully mean that if you get off to a bad start BUT are better than your opponents, you won't be down all game. On the flip side, if you get off to a good start and are better than your opponents, you will gain a huge advantage very fast. I'll see how this pans out.
I dislike this a little. I want to work in the fortress somehow. However for now it's the best solution I can think of.
-you cannot order waypoints after relocation anymore. in addition the view centers on you, so you need to scroll to where you want to go again.. its really annoying.
if you relocate (port to base), order another order (move) with the shift key (queuing a waypoint) your vehicel does not execute it anymore. it sits at heal until you give him another order. this was changed to prior versions.
destroying both landing towers as win condition will result in sniping them with cloak/blink and lots of machineguns. i dont like it.
I might change their location to be a bit easier to defend. Their hit points are buffed to reflect their new power. The game as it stands is already over once both towers are down regardless, so I don't see this as too huge a change. The version isn't live yet. If it doesn't work out, I'll revert it.
The waypoint after recalling is deliberate. Was a personal choice that one.
making the tower be more defended might work, however is it rather easy to snipe the pf even when you lost all 5 points of the map when you get enough money for the firepower. get a thor and 6 machineguns, drive there cloaked kill it. this will be easier if you dont need to get in the last corner of their base.
well games need to be designed to have an easy interface and smooth controls. i dont see any reason to complicate or hinder the user in what he can do in order to play your game.
in more detail this means reducing uneccessary clicks. and there is much potential as it is now (buying, upgrading, traveling)
you dont need to defend anything of your design choices so..
Hey guys, i'm not really in this forum but i played Tank Wars 20 Rounds in row now and i must say the Phaser guns ( i think it called siphon or something like that) who increse your Shield and Energy are much to strong. Everybody is just using them. The Range is to long and when a Thor with 6 of them and Shield regeneration stands in front of you never have a change. I prefer more Cannon Guns, Machine guns but this Phaser guns just destroy the game. They aren't any value to use normal guys instead this Phaser guns.
Yeah, the Home base Defence Towers are really weak too and the Health and Shield Guns (i call them Medic guns) should be put under the drone's Category. There also some dude's who play as full medic's in the game, that's awesome.
I love this map, it is this kind of map i always prefer. One Unit to control, much Update capabilities and a nice war.
Maybe you should stock it up to 4on4 or 5on5. And a new map with same substance. Something like a 2-2-1-1-2-2. After your base, left and right 2 take points, after this too, then a small canyon which must passed. Maybe compared like the Movie "300". :)
But the most important point is this (i call them now...) stupid Siphon guns. Once you reconized it, you just use this gun. I suggest a range of 4 or 5 and less damage.
Sorry for mah bad english. I look forward from a answer of the map maker :)
if this game gets a shopUI it gets much simpler and better understandable (like many players dont see the special items in the subcategorys).
but Eiviyn will know when to do what, and the map is soooo great till now, so i have hope that this map gets perfekt. YES, PERFECT! =)
I think the thing you maybe should do is move the fortress to the actual spawn base, move the healing spot and the respawn spot to the actual fortress and you'll get a more logical map layout.
It will more looks like DotA but it is maybe just better. It will prevent "healing-camping" to defend the base, and allow attackers to be rewarded for attacks while dominating/winning the game, plus you will respawn near shops.
@Gregzenegair: Go
thats a good point. when i respawn at level 1 (i call it that for now.. the level with the beacons) and i want to shop, i feel like i am driving redundant ways. its really annoying
just played 2 rounds just with siphon weapons and theyre WAY too strong, i even got called cheater cause of that.
3! ppl shot at me and i killed 2 of them (both had no creepassistant). with enough siphon ure just unkillable. if u then stack healthregen that costs energy you realy become god.
2 enemys on their repairfeeld, ive been between them and killed both and got full health/shield after that
that has to be fixed. ether just remove them for now or let then just restore mana (or much much less shield)
or much less range.. this was my first impression. on second thought i considered their creeps to be stronger than ours but after several games.. the weapon is just op =)
another thing.. its almost useless to upgrade marines over marauder. they die like flies and dont do really more damage. in fact they are far less effective vs armored than marauder. there needs to be balancing done!
Is there option to zoom out camera ? When moving down there is like 4 range space under your unit... when locked. Its strange compared to Wc3 or other RTS games. Even in SC2 I think units are smaller...
Secondly, the game ends once both landing towers are down.
So the PF is just now there to prevent base harass (sneaking in with cloak)? My PF post was mostly just me raging when I had lost. Though when you've lost both towers you're getting either "spawnkilled" or you have to sit on the repair pad trying to fight a lost battle. Making both ramps have double turrets would be one way to increase the defense.
Should the enemy really be able to repair their vehicles on my team's repair pad?
You can't see how much minerals stuff cost when you're far away, just "get closer". Could it please be shown?
making the tower be more defended might work, however is it rather easy to snipe the pf even when you lost all 5 points of the map when you get enough money for the firepower. get a thor and 6 machineguns, drive there cloaked kill it. this will be easier if you dont need to get in the last corner of their base.
Hmm, I 've never tried that. Maybe not a good idea then to change then win condition if you could force the enemy back to their base with that.
Damn, I'm feeling the game is going wrong way with these landing towers...
I agree about private testing and more deep changes. The game is ok, it's suspending itself by popularity somehow. No need to make new patch every day. i think. Also this is driving you to do unforseen steps, as I've observed. You'll need to form a full-scale image about how do you want your map to look and play like.
Damn, I'm feeling the game is going wrong way with these landing towers...
I agree about private testing and more deep changes. The game is ok, it's suspending itself by popularity somehow. No need to make new patch every day. i think. Also this is driving you to do unforseen steps, as I've observed. You'll need to form a full-scale image about how do you want your map to look and play like.
I'm unhappy with the pace of the game. I'm happy with the start. I'm not happy when one side dominates the middle. I am very unhappy how end-game is usually 1 team drawing things out when they have no hope of winning.
It's bad design in my eyes when one team reaches a point where they have no chance of winning, yet the game continues anyway.
I usually set out each patch with a general goal along with any other changes I see that need making. Once I've reached that goal, I upload the patch.
I agree I've probably messed with gameplay too much. I'm just going to leave gameplay alone for now and see what people's feedback is on it all.
-infantrie ignores landing tower and runs a really stupid course through enemy base
-the win condition is really.. not good. pf was a good condition IF the baselayout would be alot more optimised. the base is far to big for shopping right now (i know guided ui incomming)
-there need to be more than 2 "lanes" which cross path in the middle, whoever controlls the middle cuts the enemy off completely. there is really no general strategie. hold the middle, upgrade more than your enemy, win.
-i quite like turrets now (this however mainly results in drones beeing retarded and running to the first thing they see until they get killed)
-needs more terrain, line of sight blocker and impassible terrain, right now its a square with 4 small hills and 2 bigger hills.. and a few (randomly?) placed trees
-games tend to go around the 20 minute mark. thats the point lvl3 weapons come into play and ripp the bases apart.
-another victory condition: domination points. accumulate them by holding 2 of 3 points simultane and reach a specific amount (maybe i played to much dawn of war, this system however allowes fast paced games without heavy base involvement, it even allowes perpetual comebacks until the last second) for example: 1 team needs to be the only one with units in a specific area. when both teams have units in the area, its contested and therefore noone scores points.
-drone: see below
-cloak: its really not that usefull. you can only cloak after like 20 seconds combat abstinence and are 30% slower? come on.. noone buys it. i mentioned it once, its nearly the same. the only times i used cloak is to sneak into enemy base and backdoor the pf.. its cheap and i dont think its intended. cloak can however have use in a szenario with control points (enemy has cloaked unit in the area therefore you dont get points? now you need a drone!)
-you cannot order waypoints after relocation anymore. in addition the view centers on you, so you need to scroll to where you want to go again.. its really annoying.
-choosing where you spawn would be nice
In the latest version I've made 2 changes to this. Firstly, killing a player no longer rewards minerals. Instead, your team gains 10 vespane. Secondly, the game ends once both landing towers are down. This should hopefully mean that if you get off to a bad start BUT are better than your opponents, you won't be down all game. On the flip side, if you get off to a good start and are better than your opponents, you will gain a huge advantage very fast. I'll see how this pans out.
I dislike this a little. I want to work in the fortress somehow. However for now it's the best solution I can think of.
I don't understand. Would you mind re-phrasing?
if you relocate (port to base), order another order (move) with the shift key (queuing a waypoint) your vehicel does not execute it anymore. it sits at heal until you give him another order. this was changed to prior versions.
destroying both landing towers as win condition will result in sniping them with cloak/blink and lots of machineguns. i dont like it.
I might change their location to be a bit easier to defend. Their hit points are buffed to reflect their new power. The game as it stands is already over once both towers are down regardless, so I don't see this as too huge a change. The version isn't live yet. If it doesn't work out, I'll revert it.
The waypoint after recalling is deliberate. Was a personal choice that one.
making the tower be more defended might work, however is it rather easy to snipe the pf even when you lost all 5 points of the map when you get enough money for the firepower. get a thor and 6 machineguns, drive there cloaked kill it. this will be easier if you dont need to get in the last corner of their base.
well games need to be designed to have an easy interface and smooth controls. i dont see any reason to complicate or hinder the user in what he can do in order to play your game. in more detail this means reducing uneccessary clicks. and there is much potential as it is now (buying, upgrading, traveling)
you dont need to defend anything of your design choices so..
Hey guys, i'm not really in this forum but i played Tank Wars 20 Rounds in row now and i must say the Phaser guns ( i think it called siphon or something like that) who increse your Shield and Energy are much to strong. Everybody is just using them. The Range is to long and when a Thor with 6 of them and Shield regeneration stands in front of you never have a change. I prefer more Cannon Guns, Machine guns but this Phaser guns just destroy the game. They aren't any value to use normal guys instead this Phaser guns.
Yeah, the Home base Defence Towers are really weak too and the Health and Shield Guns (i call them Medic guns) should be put under the drone's Category. There also some dude's who play as full medic's in the game, that's awesome.
I love this map, it is this kind of map i always prefer. One Unit to control, much Update capabilities and a nice war.
Maybe you should stock it up to 4on4 or 5on5. And a new map with same substance. Something like a 2-2-1-1-2-2. After your base, left and right 2 take points, after this too, then a small canyon which must passed. Maybe compared like the Movie "300". :)
But the most important point is this (i call them now...) stupid Siphon guns. Once you reconized it, you just use this gun. I suggest a range of 4 or 5 and less damage.
Sorry for mah bad english. I look forward from a answer of the map maker :)
best regards Phille. Germany.
@Ryaneko: Go
if this game gets a shopUI it gets much simpler and better understandable (like many players dont see the special items in the subcategorys). but Eiviyn will know when to do what, and the map is soooo great till now, so i have hope that this map gets perfekt. YES, PERFECT! =)
I think the thing you maybe should do is move the fortress to the actual spawn base, move the healing spot and the respawn spot to the actual fortress and you'll get a more logical map layout.
It will more looks like DotA but it is maybe just better. It will prevent "healing-camping" to defend the base, and allow attackers to be rewarded for attacks while dominating/winning the game, plus you will respawn near shops.
@Gregzenegair: Go thats a good point. when i respawn at level 1 (i call it that for now.. the level with the beacons) and i want to shop, i feel like i am driving redundant ways. its really annoying
just played 2 rounds just with siphon weapons and theyre WAY too strong, i even got called cheater cause of that.
3! ppl shot at me and i killed 2 of them (both had no creepassistant). with enough siphon ure just unkillable. if u then stack healthregen that costs energy you realy become god. 2 enemys on their repairfeeld, ive been between them and killed both and got full health/shield after that
that has to be fixed. ether just remove them for now or let then just restore mana (or much much less shield)
or much less range.. this was my first impression. on second thought i considered their creeps to be stronger than ours but after several games.. the weapon is just op =) another thing.. its almost useless to upgrade marines over marauder. they die like flies and dont do really more damage. in fact they are far less effective vs armored than marauder. there needs to be balancing done!
are you british?
1.34 is up. It's mostly balance and polish changes.
The only dramatic one is that the game now ends when both landing towers are destroyed. They have buffed armour to compensate.
I'll be working on revamping the item system next.
Basically what I want is that you purchase a level 1 item, then you can upgrade it into level 2, 3 and eventually 4.
Items will work exactly how they do now, only the purchasing will be re-vamped.
I'm open to suggestions over how to do this smoothly, because I'm drawing a blank.
Is there option to zoom out camera ? When moving down there is like 4 range space under your unit... when locked. Its strange compared to Wc3 or other RTS games. Even in SC2 I think units are smaller...
i think you should make a larger amount of changes to some private testing and than post it evry time i start another game theres a new patch already
So the PF is just now there to prevent base harass (sneaking in with cloak)? My PF post was mostly just me raging when I had lost. Though when you've lost both towers you're getting either "spawnkilled" or you have to sit on the repair pad trying to fight a lost battle. Making both ramps have double turrets would be one way to increase the defense.
Should the enemy really be able to repair their vehicles on my team's repair pad?
You can't see how much minerals stuff cost when you're far away, just "get closer". Could it please be shown?
Hmm, I 've never tried that. Maybe not a good idea then to change then win condition if you could force the enemy back to their base with that.
Damn, I'm feeling the game is going wrong way with these landing towers...
I agree about private testing and more deep changes. The game is ok, it's suspending itself by popularity somehow. No need to make new patch every day. i think. Also this is driving you to do unforseen steps, as I've observed. You'll need to form a full-scale image about how do you want your map to look and play like.
I'm unhappy with the pace of the game. I'm happy with the start. I'm not happy when one side dominates the middle. I am very unhappy how end-game is usually 1 team drawing things out when they have no hope of winning.
It's bad design in my eyes when one team reaches a point where they have no chance of winning, yet the game continues anyway.
I usually set out each patch with a general goal along with any other changes I see that need making. Once I've reached that goal, I upload the patch.
I agree I've probably messed with gameplay too much. I'm just going to leave gameplay alone for now and see what people's feedback is on it all.
-turrets have no energycost in tooltip
-infantrie ignores landing tower and runs a really stupid course through enemy base
-the win condition is really.. not good. pf was a good condition IF the baselayout would be alot more optimised. the base is far to big for shopping right now (i know guided ui incomming)
-there need to be more than 2 "lanes" which cross path in the middle, whoever controlls the middle cuts the enemy off completely. there is really no general strategie. hold the middle, upgrade more than your enemy, win.
-i quite like turrets now (this however mainly results in drones beeing retarded and running to the first thing they see until they get killed)
-needs more terrain, line of sight blocker and impassible terrain, right now its a square with 4 small hills and 2 bigger hills.. and a few (randomly?) placed trees
-games tend to go around the 20 minute mark. thats the point lvl3 weapons come into play and ripp the bases apart.
-another victory condition: domination points. accumulate them by holding 2 of 3 points simultane and reach a specific amount (maybe i played to much dawn of war, this system however allowes fast paced games without heavy base involvement, it even allowes perpetual comebacks until the last second) for example: 1 team needs to be the only one with units in a specific area. when both teams have units in the area, its contested and therefore noone scores points.
-drone: see below
-cloak: its really not that usefull. you can only cloak after like 20 seconds combat abstinence and are 30% slower? come on.. noone buys it. i mentioned it once, its nearly the same. the only times i used cloak is to sneak into enemy base and backdoor the pf.. its cheap and i dont think its intended. cloak can however have use in a szenario with control points (enemy has cloaked unit in the area therefore you dont get points? now you need a drone!)