Made a few minor changes and completely revamped the respawn trigger. Spawn camping should be impossible now and the spawn locations are much more logical. There's also a respawn timer bar that appears when you bite the dust.
The final gameplay feature I'd like to add today is a bar to denote capture progress for nodes. Little unsure how to go about this.
Hey Eiviyn, great map so far, much fun and big potential. :)
Haven't found this one in the thread:
I think you should add that if you hit another player and he dies in the following lets say 2 seconds, it counts as a kill for you.
Also an assist count + a smaller reward would be nice. :)
Popularity has been reset. I would greatly appreciate anyone who would be willing to create game (search catalyst) and sit in the game for 5 minutes (afking until you get around 5000 minerals).
I know this is rather cheap, but damn the popularity system... thank you in advance!
On a more on-topic note, I'll be trialing deployable gun turrets and mines soon. They take up drone slots and are placed using buttons on your vehicle. They are automatically placed into hotkeys for ease of use. Gun turrets are immobile drones that are dropped by your vehicle. There's a gun turret for each standard weapon, but with increased range and damage to compensate for being immobile.
Possibly. I have my eye on a few. It's not difficult to hotfix balance issues however, it's implementing them in the first place that takes time!
The drone link items are ones I'm keeping an eye on. Right now they give you slightly more damage output than using all weapons, but only if all 4 drones are alive.
My current aim is to make 48 items of each class. Weapons, drones, shields and armour. Once they are all in and nicely balanced, I'll move on to making each vehicle unique. 2 abilities per vehicle. Once that is over and polished, I'll find a way to widen the selection of abilities from the ability shop.
Right now there are 32 weapons, 28 drones, 20 armour items and 24 shield items. Getting there!
Made a few balance changes. Most noticeably are all round nerfs to shields and shield flux coils (the things that restore shields at a cost of energy) will now require energy in order to work.
Hey! Noticed a bug when joining/creating the game as a battle.net party (like 2 people in one party).
Had the following scenario:
Team 1: two other guys
Team 2: me and my mate
Ingame we where seedet the following:
Team 1: two other guys + me
Team 2: my mate (but he had the same teamcolor like team 1 and wasn't attackable by team 1)
Eventhough all the autospawning units attacked him correctly, we couldn't.
And also I've got a question: how to use the drones/turrets? It says "use the ability" but I couldn't find that on my scout vehicle. All Abilityslots in the hotkeygrid are used for the abilites you can buy in the shop.
I found a major weakness: There is no way to spend money after you have everything at max. I ended up with 150,000 minerals, had nowhere to spend it and lost because of it (because in the end, everyone was equally strong and my team members left)
Turret & Mines work fine now. Seems the hotkeys where bugged in 1.17.
1.18 is doing good now.
just had another game where someone got like +96 armor after quite a short time. he went in the opossing base and stood around while not taking damage - after his shield was gone - at all. but this was no game ruining fact so don't worry for now. i guess this will be hard to avoid by simply altering the gamedesign right now in anyway.
what i really would like to see:
a visual capturestatus of the 5 outposts - like how far it is from loosing or beeing captured.
this could be done by adding something to the dropdown scorescreen or what i would prefer as well: adding a visual doodad like a reactor can/barrel (whatever) filling up/decreasing with red or blue color.
I was thinking about implementing something else to do with your money, like integrating consumables (charges u have to buy in order to use abilites) but as you said u wanted to limit the gametime to 20mins so i guess having a massive amount of money won't be a problem in any way. you could do this by increasing dmg output from spawned teamunits on a regular basis as they do it in dota like maps.
i personally feel 20-40 mins is perfect for teamplaying custommap.
btw. did i already say thank you for creating this map? guess not: thank you :)
for me it is the first none TD map i enjoy playing a lot.