seems good so far. i like the idea of buffing the enemy when taking more bases. it will compensate a little bit.
another thing discussable is the spawn.. maybe its better to always spawn in your base instead of the nearest point?
seems good so far. i like the idea of buffing the enemy when taking more bases. it will compensate a little bit. another thing discussable is the spawn.. maybe its better to always spawn in your base instead of the nearest point?
I plan to let people choose. Though how I'm going to implement that, I'm not sure on yet.
Extra spawns = extra minerals. It's not really that much of a problem though, since minerals from kills and quests is insignificant compared to gold from income. Should be perfectly fine.
In terms of gameplay, I like your new idea. Will be nice to have games end in 12 minutes :)
Just keep in mind that no one will ever be able to see the lategame items, so maybe you should also take a look at adjusting the prices slightly?
Also, I'd greatly appreciate it if you can add some more weapons and vehicles - Banshees would be awesome.
12 minutes would be if one team controlled all 5 nodes for the full 12 minutes and gaining them immediately. It's not realistic really.
My model is that you should start seeing level 4 equipment at around the 20 minute mark. By 25 minutes you should have enough for a few level 4 items, and the game should either already be over or very nearly over.
Prices will be adjusted. I personally dislike the income system I have right now, but it's not something I'm going to make dramatic changes to in this next update.
No clear bugs so far. Only bugs is damn missile-lovers. They're not so much OP or something, but when all enemy team get them, it's just a f***ng family of bugs in my ass! Still, you can't nerf them any lower, or they'll become useless. So, maybe there's should be some thing that can help you confron them, like an Armor device that shooting down a missile (and only a missile) each 4 seconds, or something like it.
Armor rating is still recommended. As I sad before, just adding some base armor to Mech/Tank vehicles and giving a Dense Plating category a 1 armor bonus per level could make a big difference with missiles, guns and bios, though it's not fitting with Syphon multiattack (besides, I don't see a point in that one anyway). I'm just wonder if you're considering that option at all, so I don't waste a "breath" to write it.
I believe there's some extra projectiles on the Lost Viking minigame units that not used in a gam itself. Check it out, maybe there's some good ones for new or existing weapons. I'm still not righ with 4th Guns and 4th Cannons. At the very least, I can provide you with custom Icons, if you'll really need that.
And I'm also agree - it's a perfect time to add Gunship vehicle type to the field. Of course if there's no more major changes planned forth. Heheeh, I wonder if that Korhal blips are any fit for it :D
Can be Turret/Mine command buttons interpreted as Abilities with charges, dependend on amount of items and those whis is already planted?
Should not write another text-wall. Wrote a damn lot already. Wanna see some further updates first.
P.S. Finally, my SC are working as it's supposed to. Woohoo!
And if you do add flying units, remember to make their stats very low, since the sight granted by a flying unit will make missiles much, much more useful. Also, maybe you should add a radar/scanner type ability? While you're busy with abilities, could you maybe remove all the icons from the command card? So much grey hurts my eyes.
Today I encountered a (very) minor bug: my statistics didn't load. Last night I had about 700 or so kills, but today I started with 0. I chose Mech in the lobby, just like I did last night, so I can't really advise where it might have broken, but just to let you know.
I have a LOT of plans, so you shouldn't worry about me running out of steam just yet. As I said, this is intended to be the project I'll run for the entirety of the time I play sc2. I'm working out the kinks in this small scale gameplay so that I can move onto something much bigger, and much more varied/epic. The style will stay true to how it is now, which is why I'm refining it on this smaller level first.
Giving mines/turrets charges is something I want to do. I couldn't find a way to display them using triggers, however. I'll look into this more in the future.
I have spent literally hours trying to figure out a real way to hide abilities. I did find a good way, but I couldn't get it to order your abilities neatly. I want your abilities to show in the bottom few slots, in order that they are in your inventory.
When enemy leaves the game is control of his unit taken by AI ? If yes, remove that pls... and remove unit coz its feeding enemies and then its 100% loss.
When enemy leaves the game is control of his unit taken by AI ? If yes, remove that pls... and remove unit coz its feeding enemies and then its 100% loss.
I plan to just remove the reward for killing AI, and improving the AI.
This is the new spawn layout I am thinking of using.
Red lines are current red unit paths. Blue lines, same.
Pink are new. Units are dropped at landing towers via dropships and work directly towards enemy outposts. Same for light blue lines.
Unit upgrades will be removed. NPC units will automatically upgrade over time.
If enemy owns 3 bases - you spawn extra marine per wave per spawn
If enemy owns 4 - extra marine
If enemy owns all 5 - extra marauder
1 base will provide 10 resources per 10 seconds. The game will be modeled around holding 3 bases for 20 minutes. If the central base changes hands, this will extend the game time.
Under this model you will need to acquire 3600 resources. This will take 20 minutes if you control 3 bases, 15 minutes if you control 4, and 12 minutes if you control 5.
I like this model so far. I plan to leave the current victory conditions in as they are. That is, destroying a landing tower will stop some spawns. Destroying the fortress will end the game. These will be secondary to the main "Collect 3600 resources" objective and will only be a true option to teams that are dominating their opponents.
Once 3600 resources are acquired, the story is that you are building a nuclear missile. At that point, the missile is complete and launched from your fortress. The victory cinematic plays, showing the fort being nuked.
Opinions/refinements before I start working on this?
This is now live. Feedback is appreciated. I really think I'm close to getting the gameplay down.
Games should last around 20 minutes now. Level 3 equipment takes some effort to get. Level 4 is rare. This is intentional.
You should also increase damage of machines at level one coz its hard to get close in early game. Drones with machines are ok.
"Games should last around 20 minutes now. Level 3 equipment takes some effort to get. Level 4 is rare. This is intentional."
Mostly all was fine with earlier version except AI and some balances, machine gun. Game was aprox. 33 minutes. Level 4 were late also, usually when game is about to end.
"The victory cinematic plays, showing the fort being nuked. " There is no cinematic. That secondary condition is ok. But resource gaining should be slower then. ALSO SOME WARNING TO BOTH TEAMS WOULD BE OK when one team is approaching its score limit. Not just sudden the end.
Also I think that idea (more you own stronger you are) isnt balanced perfectly. Its ok idea yes. But when one team gets in advantage other team is mostly toasted.
What about shield restoration weapons, not sure but I think they target units without shield. Check that.
Well new idea is ok, but its not presented well, or not established and requires more testing.
I really like your map and played it alot the last days. So: Thumbs up and keep up the great work!
But i have to admit, that the new game objectives started pissing me off, i liked the games which took 40-60 minutes. Sometimes teams were even and it took some time to end the game, yeah, that was fun. Now its ending way to fast and you usually dont get to finish your build the way you planned it (lv4).
Also I have to agree with tigerija, removing the infantry-upgrade-option took away some variety. It was good. Let the players decide if they wanna have more marines or hp upgrades, that was just fine.
The new creep pathing is really some improvement. It brings more action to the map. You have more smaller fights all over the place, and people cant escape so easily ;-)
So, my major point is just that you may add the ability to choose which game mode players want to play. Whether they want to go for 3600 gas or destroy enemy HQ. I personally really dislike the new mode, just because its to fast.
Hi, just to say I love your map, like a funky hybrid between WC3 Battleships, EVE and Starcraft
Am a little concerned about the last patch though:
- Games way too short. Getting end tech is basically impossible before time runs out. You don't need to force the game to end after x minutes, sometimes longer games are fine. I liked how it was before, maybe give more use for vespene?
- Shield HP is a bit too low, makes passive Shield tanking a little underpowered (compared to running an Armour tank)
- People running 100% RR won't be targeted automatically if there's ANY other unit there (even a drone), can be annoying as they keep going in and out of vision so you have to constantly retarget
Thanks for the feedback. I am very interested in perusing this current system, and I agree that refinement is needed. I'll be upping the vespane needed to 5,000 and making the whole system more clear and easy to pick up.
I like the current implementation because it gives a clearly defined end point, and competitive tension. I agree that things aren't quite there yet, and I'll be working on improving this.
Thanks for the feedback. I am very interested in perusing this current system, and I agree that refinement is needed. I'll be upping the vespane needed to 5,000 and making the whole system more clear and easy to pick up.
I think the biggest problem with it is it dosen't really flow with the state of the game, and dosen't take into account games with both one-sided teams (which should end pretty fast) and games with relatively even teams (which should take much longer) and games will either end long before anyone is clearly winning or drag on for much longer than they need to
@Libra350: Go
easily adressed by upping the value of the points on your opponents side by 1.5 or even 2 times of your own.
the lanes are total bonkers. how often do i find enemys deep in our territory just sneaking buy.. thats not how it should work. they uselessly die there.
New system works fairly well, we had a close game that lasted around 25 minutes, I mostly level 2 equipment and a few level 3, which is fine.
Add votable modes to set the game length (in terms of vespene required).
Long mode sets income to what it is now, and vespene needed to around 6000.
Short mode sets income to roughly 50% more, and vespene needed as it is now (3600).
Regarding the vespene mode:
It's not very noticeable, add a notifier at 50% remaining, 25% remaining, 10% and 5%.
The command center simply exploding looks terrible. Add a nuke launch and landing cinematic.
Overall I'm happy with the flow and length of the game, just change the numbers a little and work on the aesthetics. And then it's time for more content :)
seems good so far. i like the idea of buffing the enemy when taking more bases. it will compensate a little bit. another thing discussable is the spawn.. maybe its better to always spawn in your base instead of the nearest point?
I plan to let people choose. Though how I'm going to implement that, I'm not sure on yet.
Extra spawns = extra minerals. It's not really that much of a problem though, since minerals from kills and quests is insignificant compared to gold from income. Should be perfectly fine.
In terms of gameplay, I like your new idea. Will be nice to have games end in 12 minutes :) Just keep in mind that no one will ever be able to see the lategame items, so maybe you should also take a look at adjusting the prices slightly?
Also, I'd greatly appreciate it if you can add some more weapons and vehicles - Banshees would be awesome.
12 minutes would be if one team controlled all 5 nodes for the full 12 minutes and gaining them immediately. It's not realistic really.
My model is that you should start seeing level 4 equipment at around the 20 minute mark. By 25 minutes you should have enough for a few level 4 items, and the game should either already be over or very nearly over.
Prices will be adjusted. I personally dislike the income system I have right now, but it's not something I'm going to make dramatic changes to in this next update.
I'm thinking the best income system would be a large sum of minerals every 2 or 3 minutes.
Anyway, can't wait. I'll continue to look for bugs every now and then.
Yo, Eiviyn.
No clear bugs so far. Only bugs is damn missile-lovers. They're not so much OP or something, but when all enemy team get them, it's just a f***ng family of bugs in my ass! Still, you can't nerf them any lower, or they'll become useless. So, maybe there's should be some thing that can help you confron them, like an Armor device that shooting down a missile (and only a missile) each 4 seconds, or something like it.
Armor rating is still recommended. As I sad before, just adding some base armor to Mech/Tank vehicles and giving a Dense Plating category a 1 armor bonus per level could make a big difference with missiles, guns and bios, though it's not fitting with Syphon multiattack (besides, I don't see a point in that one anyway). I'm just wonder if you're considering that option at all, so I don't waste a "breath" to write it.
I believe there's some extra projectiles on the Lost Viking minigame units that not used in a gam itself. Check it out, maybe there's some good ones for new or existing weapons. I'm still not righ with 4th Guns and 4th Cannons. At the very least, I can provide you with custom Icons, if you'll really need that.
And I'm also agree - it's a perfect time to add Gunship vehicle type to the field. Of course if there's no more major changes planned forth. Heheeh, I wonder if that Korhal blips are any fit for it :D
Can be Turret/Mine command buttons interpreted as Abilities with charges, dependend on amount of items and those whis is already planted?
Should not write another text-wall. Wrote a damn lot already. Wanna see some further updates first.
P.S. Finally, my SC are working as it's supposed to. Woohoo!
And if you do add flying units, remember to make their stats very low, since the sight granted by a flying unit will make missiles much, much more useful. Also, maybe you should add a radar/scanner type ability? While you're busy with abilities, could you maybe remove all the icons from the command card? So much grey hurts my eyes.
Today I encountered a (very) minor bug: my statistics didn't load. Last night I had about 700 or so kills, but today I started with 0. I chose Mech in the lobby, just like I did last night, so I can't really advise where it might have broken, but just to let you know.
I have a LOT of plans, so you shouldn't worry about me running out of steam just yet. As I said, this is intended to be the project I'll run for the entirety of the time I play sc2. I'm working out the kinks in this small scale gameplay so that I can move onto something much bigger, and much more varied/epic. The style will stay true to how it is now, which is why I'm refining it on this smaller level first.
Giving mines/turrets charges is something I want to do. I couldn't find a way to display them using triggers, however. I'll look into this more in the future.
I have spent literally hours trying to figure out a real way to hide abilities. I did find a good way, but I couldn't get it to order your abilities neatly. I want your abilities to show in the bottom few slots, in order that they are in your inventory.
When enemy leaves the game is control of his unit taken by AI ? If yes, remove that pls... and remove unit coz its feeding enemies and then its 100% loss.
I plan to just remove the reward for killing AI, and improving the AI.
This is now live. Feedback is appreciated. I really think I'm close to getting the gameplay down.
Games should last around 20 minutes now. Level 3 equipment takes some effort to get. Level 4 is rare. This is intentional.
I have to say that latest version sucks.
You cant buy units so that is less variety.
What is victory condition now ?
And sometimes it resets the bank(score saving).
You should also increase damage of machines at level one coz its hard to get close in early game. Drones with machines are ok.
"Games should last around 20 minutes now. Level 3 equipment takes some effort to get. Level 4 is rare. This is intentional."
Mostly all was fine with earlier version except AI and some balances, machine gun. Game was aprox. 33 minutes. Level 4 were late also, usually when game is about to end.
"The victory cinematic plays, showing the fort being nuked. " There is no cinematic. That secondary condition is ok. But resource gaining should be slower then. ALSO SOME WARNING TO BOTH TEAMS WOULD BE OK when one team is approaching its score limit. Not just sudden the end.
Also I think that idea (more you own stronger you are) isnt balanced perfectly. Its ok idea yes. But when one team gets in advantage other team is mostly toasted.
What about shield restoration weapons, not sure but I think they target units without shield. Check that.
Well new idea is ok, but its not presented well, or not established and requires more testing.
Hope my feedback was helpful.
I really like your map and played it alot the last days. So: Thumbs up and keep up the great work!
But i have to admit, that the new game objectives started pissing me off, i liked the games which took 40-60 minutes. Sometimes teams were even and it took some time to end the game, yeah, that was fun. Now its ending way to fast and you usually dont get to finish your build the way you planned it (lv4). Also I have to agree with tigerija, removing the infantry-upgrade-option took away some variety. It was good. Let the players decide if they wanna have more marines or hp upgrades, that was just fine.
The new creep pathing is really some improvement. It brings more action to the map. You have more smaller fights all over the place, and people cant escape so easily ;-)
So, my major point is just that you may add the ability to choose which game mode players want to play. Whether they want to go for 3600 gas or destroy enemy HQ. I personally really dislike the new mode, just because its to fast.
Thank you for your great work.
p.s.: sorry for the bad english ;o)
Hi, just to say I love your map, like a funky hybrid between WC3 Battleships, EVE and Starcraft
Am a little concerned about the last patch though:
- Games way too short. Getting end tech is basically impossible before time runs out. You don't need to force the game to end after x minutes, sometimes longer games are fine. I liked how it was before, maybe give more use for vespene?
- Shield HP is a bit too low, makes passive Shield tanking a little underpowered (compared to running an Armour tank)
- People running 100% RR won't be targeted automatically if there's ANY other unit there (even a drone), can be annoying as they keep going in and out of vision so you have to constantly retarget
Thanks for the feedback. I am very interested in perusing this current system, and I agree that refinement is needed. I'll be upping the vespane needed to 5,000 and making the whole system more clear and easy to pick up.
I like the current implementation because it gives a clearly defined end point, and competitive tension. I agree that things aren't quite there yet, and I'll be working on improving this.
I think the biggest problem with it is it dosen't really flow with the state of the game, and dosen't take into account games with both one-sided teams (which should end pretty fast) and games with relatively even teams (which should take much longer) and games will either end long before anyone is clearly winning or drag on for much longer than they need to
just my thoughts :3
@Libra350: Go easily adressed by upping the value of the points on your opponents side by 1.5 or even 2 times of your own.
the lanes are total bonkers. how often do i find enemys deep in our territory just sneaking buy.. thats not how it should work. they uselessly die there.
needs a warning when you approach your goal
@tigerija: Go
How many kills did you have when the system reset your kills?
New system works fairly well, we had a close game that lasted around 25 minutes, I mostly level 2 equipment and a few level 3, which is fine.
Add votable modes to set the game length (in terms of vespene required).
Regarding the vespene mode:
Overall I'm happy with the flow and length of the game, just change the numbers a little and work on the aesthetics. And then it's time for more content :)
take out the level 1 vehicels. its nuts to buy one, yet some people do it..