One: Is there any way to talk you out of it?
Two: You think of giving someone else *wink wink* the map to continue working on it and uploading untill you come back?
Try that. Only problem is that hotkeys dont work with it, but if you dont hide your command card, hotkeys should work over the command card instead
I think you'd have to re-do your hotkeys then though, since grid-like hotkeys wont really fit the action bar and will be harder to learn by heart.
EDIT: Nvm, didnt read the topic about it till the end... its probably harder to get to work than i though. Anyway, see if you can get an idea off of that ;)
i dont think splitting res is the way, and that would be hard to implement i think.
But i like the healing stuff. Im pretty sure theres a trigger that registers it, OR she can just create a modify player effect which adds minerals, and then make the healing items use that effect in addition to healing, so every time someone is healed a tiny bit of res is given to the player without creating massive amounts of triggers and variables to keep track of healing.
I don't want to add a point defence drone type unit simply because it would only work against cannons and missiles. I might add an ability that allows you to blow up all missiles in a radius on a lengthy cd though.
Deployable items, I'm going to add some deployable shield that protects units under it, similar to the shield projector except it would absorb all damage and simply die after it's taken too much damage. The repair tower sounds nice, think I'd have to keep it an out of combat thing though otherwise it'd just be a more tedious version of the armour/shield repair items.
bout the PDD:
First, it blocks marauders as well, which do loads of damage early game
Second, it discourages missile-play and actually gives players a chance early game to beat players using missiles. MGs are the short range super weapons and i think they deserve to be immune to PDDs since their range is a pretty huge disadvantage anyway.
Mid-late game the advantage of the PDD isn't that big, but i know i would defintely use it (unless my opponents went pure MGs as well, which is unlikely)
And about the repair tower... Doesn't have to be out of combat - i just shouldn't be a ridiculous healing power. it should heal in total about a half of the same level of healing items, but simply AoE. Make them heal through a 1 second behavior that gets refreshed every 0.9 seconds or so, that way multiple towers cant stack (and dissallow buyin multiples)
I like the shield idea.
Also, the ability that blows up missiles... Missiles travel ridiculously fast. You'd need a miracle to time the ability perfectly to destroy a couple of missiles... Unless of course you would destroy all missiles for a period of time, in which case i think the PDD would be better again as the ablity would basically be a invulnerability thing, while PDDs are stationary so it wouldnt allow you to run away as with the ability.
another deployable item idea: Sensor tower. Does the same thing as in melee, possibly also has a large line of sight
and ive got an idea for an ability. Ive come to like force effects, so my idea is that basically you target a location, and a very powerful force effect is applied over a large radius that hits everything (including yourself). I think this would be pretty fun and useful, as you can force a pause into battles, it can help you get away, and it can help you get rid of large numbers of creeps. Possibly also allow the ability item to be upgraded to change the ability radius (and have the upgrade "upgrade" itself back into the old item. one has a very large radius (around 6-7) while the other has a radius of about 2-3)
Apparently Catalyst Beta has 22 games/hour currently, so i'll definitely try and get a game on it tommorow with a full house (and i hope my friend finally gets some time to play...)
also Eiviyn, if you dont have the time, i can write triggers up for you and send you the maps. Ive got way too much free time on my hands and nothing to do with it (i'm working on my own map, but every time i do something, i face a problem that can't be solved... Todays problem was applying a force effect through a behavior and getting the unit to move in a direction other than south... and yes, ive tried large combinations of persistents and search effects, i even tried placing persistents behind the unit and using negative force... None of the persistents work)
I can work with the data editor as well, as long as you polish any actors. They hate me. i can do most other things, particularly behaviors, effects, units and abilities (and the related stuff)
I'd really like to see Catalyst advance quickly, and will help with everything to speed it up :)
Making [Does not stack] items unequipped if you already have one equipped.
I hate my income system. It needs to work for passive healer/support builds as well as dpsers.
New system for placing turrets/mines. Also ideas for more deployable equipment.
For does not stack... Mess around with requirements? add a requirement to "buy" CountUnit.(item).QeuedOrBetterAtPlayer < 1. This doesn't prevent equipping, but it will stop anyone from buying it. Of course, someone else can buy and give it to the person, but that would be pointless.
Income system... Ive got an idea with a crapton of conditions... You'll need a unit group of items in the players inventory
hope i got that trigger right... It should add money per healing item. you can do the same for reducing income for DPSers instead
@big blue monke
Her income system is that the killer gains money. Then theres an additional passive income system made by triggers, search a few pages back (its between 28 and 31 i think)
For the turrets, i had an idea for a trigger...
Globalvariables:Turret[10][6]<Unit>
Events
Any unit is created by abilty (create turret) or behavior (any behavior)
Local Variables
Temporary turret[6] - <Unit>
IsVariableSet - Boolean
Conditions
Actions
Destroy Turret[Ownerof(Triggeringunit)][1]
Pick Each integer from 1 to 6 and do:
Set Temporary Turret[(pickedinteger)] = Turret[Ownerof(triggeringunit)][(pickedinteger]
Pick Each integer from 1 to 6 and do
Set Turret[Ownerof(triggeringunit)][(pickedinteger] = Temporary Turret[(pickedinteger+1)]
If then else
Conditions
IsVariableSet = False
Turret[Ownerof(triggeringunit)][(PickedInteger)]
Actions
Set Turret[Ownerof(triggeringunit)][(PickedInteger)] = Created unit
Set IsVariableSet=True
The trigger kills turret number 1, the sets the local variable to match the global variable, then it sets the global variable so that each turret is moved one spot down in the array. When it finds the first unoccupied slot, it puts the newest turret into it and makes sets the boolean to true so that it doesnt put the same turret into multiple slots. If an error occures on variable "Temporary turret", increase its array size to 7 (the arithmetic function will try to grab Temprary Turret[7], which doesnt exist)
Hope i helped :)
EDIT: Woah, the code looks... Strange. I have no idea what causes the red boxed, anyone else maybe?
EDIT 2: Ok, fixed it. It had something to do with square brackets being the first thing in the code...
EDIT 3: Suggestions for deployable equipment:
Mini repair tower? lol... A tower that heal shields and life equal to 50% of the healing weapons (higher percentage maybe, but un-stackable)
Perdition turret (fire damage, big bonus to bio, but crappy base damage so its useless agains mech)
Something along the lines of a barricade
Point Defense Drone (If you add this, i will be REALLY happy. Screw all missile noobs)
yea, i didnt read the whole thing. i expected as much once i actually noticed how crappy my health was, lol.
Please color stuff like "does not stack" red, bold it if possible. Most items stack, so its basically common sense to think others would as well :/
upgrading doesnt kill me necessarily, but it deals damage = to the amount of health the new item gives. And they dont stack either (3 lvl 3s and i had 870 health on a banshee and 37 shields... doesnt sound like +1500 and -150%...) If i die by item, i dont respawn :/
I noticed a marauder sitting idly on a ramp. I ended that problem rather quickly by killing him.
You cant rebuy large turrets - the supply depot underneath stays on its previous team color and cant be selected.
Repair tower on the top right doesnt work, havent checked bottom left
Respawn locations don't change control at the same time as their control points. i already respawned at an enemy control point multiple times after it was retaken
Suggestions:
ignore my suggestion about the gas. I'll test the game with a real 5v5 first before making any assumptions about it, since right now i had 6k gas stacked up at the end cause i didnt buy the turrets
give the turrets that are guarding the base entrance (base base, not base control point) the ability to rebuild itself after 2-3 minutes free of cost, with autocast prefferably. same for all other in-base structures. the team will rarely have enough money to actually rebuild everything after fighting off the enemy after losing their structures, which will lead to a slow and painful loss
If you increase vespene gas income or reduce costs, a fun thing to add would be to be able to spawn small squads of special units which will then go out to attack the enemy base/control points (for example you can buy 10 reapers, which will try to take all control points and snipe enemy buildings. adding an AI for reapers to actually do "hit and run" would be cool as well, but probably a crapton of trigger work) examples: Medivacs to accompany creeps, firebats, reapers, ghosts nuking control points (and are cloaked. They only nuke a point once, then disappear), viking-air-strikes, etc.
add random vespene canister spawns? What i mean is that every X seconds, a barrel of vespene pops up somewhere on the map, which can be collected for gas. Or the same thing but with a unit like a truck that will go around and give a vespene kill reward when killed
more abilities. You would need to use custom UI action bars probably :/ or make requirements for abilities to dissallow certain combinations, and then add other abilities onto the 2 slots, one of which should always be free (for example, you cant have both shield and armor repair, then put the new ability underneath those two. at least one of the 2 buttons will alway be free.)
I know my suggestions are probably a lot of work, no need to hurry ;) first polish the beta untill you're happy.
i just played as well... And encountered a literally fatal bug. Not sure what exactly happened, but i bought the new armor item that reduces shields... I got my banshee, and bought 2 more. Somehow, i still had shields (had 3 items, 1 was lvl 2 so total shield reduction shouldve been 100%). That wasnt the problem. u upgraded the second item, and just died. No pilot spawned, no kill message, and i never respawned... I'll test that out a couple more times (does that make me suicidal?)
I'll see whether actually healing up after buying the 2 new items, and then upgrading one will keep me alive.
Also, you planning on any new weapons? i got a couple of ideas
Also, turrets are rather expensive and hard to get :/ plus they probably die quickly once your enemies try to take the control point. I think either cost should be reduced or vespene income increased so that turrets and repair towers are easier to acquire and rebuild.
Also, more choice in turrets would be cool. For example, give choice between the current turret and the perdition turret, the perdition turret dealing a lot more damage to bio but less to mech, and maybe some other things as well.
I'll try and get a larger group of testers together later once my friends are online, so that i can test it in an actual 5v5 and not 1+4AIv5AI
Also, did you change something with the AI? it either runs away earlier now, or it runs away when it is outnumbered or something. It seems smarter.
I'll try and get my friends and some ppl from the IRC to test out the new terrain. It looks absolutely, for lack of a better word, epic.
For the problem with abilities... For buying them, you can either make multiple command cards with different types, or use a dialog system.
Actually, isn't it possible to add an "action bar" with abilities? I've seen this in starlocks. if you can implement something like this, you're no longer restricted to the 10 slots on the command card.
I say you keep the ability and vehicle buying the way it is now (or the cool intro screen for vehicles, that sounds really nice as well. Maybe allow buying items over it as well?). I think adding small vehicle specific buffs/abilities would be good though, to make them more unique. there is a post a page or two back that suggested this (the one with +fighter range. Pretty long post if i remember right). Nothing too big, and allow all vehicles to purchase all the currently existing abilities. Carriers could get either improved drones, or something like chrono boost that increases drone build speed. Stuff like that. Adding a small weakness in addition to that might be a good idea as well (Tanks having slower attack speed, fighters losing movement/attack speed if their life is under X%...)
Also, never force players to stick to their starter vehicle. I personally wouldnt have a problem with it, but im sure some people have strategies which are "Start with class X, switch to class Y later". I tried starting with the tank once, and might do that again, and then switch to the banshee once i can, because wraiths are rather fragile (but i do well enough with wraiths)
Dont turn this into DotA - keep vehicles as simple as possible, while still making them unique through minor differences.
Btw, if you ever get a team of testers for unreleased version, add me to the list :) I'll give you all the feedback (not the HT type) i can about everything (especially fighter class. I wonder how other people do with them, cause the rare banshee i meet fails completely against me, while i obliterate everything. Ive lost 3 games in total, all of them on account of missing allies)
Also, can you nerf the first 2 levels of missiles please? It's impossible to beat anyone using them unless you get missiles yourself, since they can sit a safe distance away and shoot you, while creeps prevent you from getting close enough to use your MGs. After tier 2 vehicles come into play, missiles are no problem, but before that they are ridiculously annoying.
Hope i wrote everything i wanted to, since ive been massively distracted while writing this...
keep up the good work :)
EDIT: didnt want to double post.
Eiviyn, can you add me on bnet (TheWatcher.477) and invite me to a game of catalyst beta? effing bnet 0.2 wont find it even when using the search function...
Ummm... as far as i know shes taking all the feedback and making something out of it. You want to hear my guess about why the turrets and stuff can be built on enemy territory? because the supply depots are neutral and have an interact ability, which is limited to neutral players. If it would belong to the AI player, it would get auto-attacked.
Quick fix would either be making the lowered depots invulnerable and change owner, or change their owner to a new player thats set as ally to team 1 and neutral to team 2.
and i dont see random experiments and twisted logic anywhere. Everyone asked for rebuildable towers and turrets, we got them. I asked for a wraith buff, and for some reason i got extra slots on the banshee and dusk wing... But if im right, it also has those extra 50 health. Either that or i micro better than before...
more spawns = More things to kill for your opponents = more money for your opponents = disadvantage
And if thats not the case, it would create an imbalance on the "natural order" of the map which i don't think would be good.
Giving other players control over the left player and/or improving the AI would be way more helpful. The AI part would be hard though... But giving control and res share would be good, plus the ability to upgrade the vehicle (You can upgrade items if you have control of it's owner. i tried it with my friend, it works)
Also, eiviyn, by skinning the map, did you mean making a new terrain or something completely different? It would be nice to know what's coming up, so if you have the time, mind writing up changes we can expect? and a pic of the new terrain if its coming.
Cant wait to see the new version =D
Im pretty sure increasing player numbers will upset a lot of triggers.
But yhea, i think it'd be better if you cant build buildings in your enemies' base
and early game doesnt decide the winner. Yes, you can probably see that the leading team is gonna win, but not because its impossible to retake all spawn points but because that team is simply better and will be harder to beat once they get the right equipment. i never worry about the early game, because i know that once i get that banshee the guys are toast.
Its impossible to get a big advantage early game because you get killed by creeps too easily to be able to hold the other teams spawn points, let alone actually engage a base-turret. The only advantage you get are minerals you get from creep kills, but that doesnt have a too large impact because majority of the money comes from the passive income.
And you can retake control points really easily, unless all 3 opponents are sitting on it, in which case you should just make sure they dont advance.
and the part about not being able to push and defend with 3 players... Thats a lie. I can push by myself, i don't need assistance, and i'm using a fighter ffs. I had no trouble even before i got the extra weapon slots, now i don't even get to the dusk wing. And you can push easily with only 2 players. And even if all 3 players move out, you won't need to defend cause only an idiot would try to run into your base while his is getting hammered, and even then, one of the three players just recalls and that's that. And if they take spawn points, they won't be able to hold them since you're killing off half the troops leaving their base, and your own troops will kill the ones that are coming from the free side because they will outnumber them.
Finally! I sent a message to a friend of mine in caps saying catalyst is back :)
Also, i agree about the healing abilities being kinda UP. I always use them, and they help me a lot, but once i get myself civilian repair, i just quit using them since compared to civilian repair, theyre just a waste of energy. Percentage based would help a lot, and to not make it useless early game, you can make it something like "15+5% of total health, and 5% over time". Maybe different numbers, but something like that. They'll heal more or less the same early game, but will not seem like a waste of energy when you have 1k+ life and shields.
I'm waiting for my friend to get home so that we can play a bunch of games ;)
oh, and dusk wing got a 6th weapon? Eiviyn, I <3 u. I was able to own with the dusk wing before... But now... MWUAHAHAHAHAHAHA
Sounds.... Interesting. Lets hope you dont break anything :) I know that whenever i do something on my map, most stuff breaks (especially stuff i didn't even touch...)
Sounds interesting Eiviyn :) Also, try and check about replay recording, cause i dont get any replays from it (and no, its not in the wrong folder. Believe me, ive got experience with replays)
Mind saying what you're doing?
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You mean youre giving up the complete map? O.o
One: Is there any way to talk you out of it?
Two: You think of giving someone else *wink wink* the map to continue working on it and uploading untill you come back?
http://www.sc2mapster.com/assets/libactionbar/
Try that. Only problem is that hotkeys dont work with it, but if you dont hide your command card, hotkeys should work over the command card insteadI think you'd have to re-do your hotkeys then though, since grid-like hotkeys wont really fit the action bar and will be harder to learn by heart.
EDIT: Nvm, didnt read the topic about it till the end... its probably harder to get to work than i though. Anyway, see if you can get an idea off of that ;)
i dont think splitting res is the way, and that would be hard to implement i think.
But i like the healing stuff. Im pretty sure theres a trigger that registers it, OR she can just create a modify player effect which adds minerals, and then make the healing items use that effect in addition to healing, so every time someone is healed a tiny bit of res is given to the player without creating massive amounts of triggers and variables to keep track of healing.
bout the PDD:
First, it blocks marauders as well, which do loads of damage early game
Second, it discourages missile-play and actually gives players a chance early game to beat players using missiles. MGs are the short range super weapons and i think they deserve to be immune to PDDs since their range is a pretty huge disadvantage anyway.
Mid-late game the advantage of the PDD isn't that big, but i know i would defintely use it (unless my opponents went pure MGs as well, which is unlikely)
And about the repair tower... Doesn't have to be out of combat - i just shouldn't be a ridiculous healing power. it should heal in total about a half of the same level of healing items, but simply AoE. Make them heal through a 1 second behavior that gets refreshed every 0.9 seconds or so, that way multiple towers cant stack (and dissallow buyin multiples)
I like the shield idea.
Also, the ability that blows up missiles... Missiles travel ridiculously fast. You'd need a miracle to time the ability perfectly to destroy a couple of missiles... Unless of course you would destroy all missiles for a period of time, in which case i think the PDD would be better again as the ablity would basically be a invulnerability thing, while PDDs are stationary so it wouldnt allow you to run away as with the ability.
another deployable item idea: Sensor tower. Does the same thing as in melee, possibly also has a large line of sight
and ive got an idea for an ability. Ive come to like force effects, so my idea is that basically you target a location, and a very powerful force effect is applied over a large radius that hits everything (including yourself). I think this would be pretty fun and useful, as you can force a pause into battles, it can help you get away, and it can help you get rid of large numbers of creeps. Possibly also allow the ability item to be upgraded to change the ability radius (and have the upgrade "upgrade" itself back into the old item. one has a very large radius (around 6-7) while the other has a radius of about 2-3)
Apparently Catalyst Beta has 22 games/hour currently, so i'll definitely try and get a game on it tommorow with a full house (and i hope my friend finally gets some time to play...)
also Eiviyn, if you dont have the time, i can write triggers up for you and send you the maps. Ive got way too much free time on my hands and nothing to do with it (i'm working on my own map, but every time i do something, i face a problem that can't be solved... Todays problem was applying a force effect through a behavior and getting the unit to move in a direction other than south... and yes, ive tried large combinations of persistents and search effects, i even tried placing persistents behind the unit and using negative force... None of the persistents work)
I can work with the data editor as well, as long as you polish any actors. They hate me. i can do most other things, particularly behaviors, effects, units and abilities (and the related stuff)
I'd really like to see Catalyst advance quickly, and will help with everything to speed it up :)
Sounds bloody fantastic. What is it?
I guess i dont even have to mention what my opinion is on this ;)
For does not stack... Mess around with requirements? add a requirement to "buy" CountUnit.(item).QeuedOrBetterAtPlayer < 1. This doesn't prevent equipping, but it will stop anyone from buying it. Of course, someone else can buy and give it to the person, but that would be pointless.
Income system... Ive got an idea with a crapton of conditions... You'll need a unit group of items in the players inventory
hope i got that trigger right... It should add money per healing item. you can do the same for reducing income for DPSers instead
@big blue monke
Her income system is that the killer gains money. Then theres an additional passive income system made by triggers, search a few pages back (its between 28 and 31 i think)
For the turrets, i had an idea for a trigger...
The trigger kills turret number 1, the sets the local variable to match the global variable, then it sets the global variable so that each turret is moved one spot down in the array. When it finds the first unoccupied slot, it puts the newest turret into it and makes sets the boolean to true so that it doesnt put the same turret into multiple slots. If an error occures on variable "Temporary turret", increase its array size to 7 (the arithmetic function will try to grab Temprary Turret[7], which doesnt exist)
Hope i helped :)
EDIT: Woah, the code looks... Strange. I have no idea what causes the red boxed, anyone else maybe?
EDIT 2: Ok, fixed it. It had something to do with square brackets being the first thing in the code...
EDIT 3: Suggestions for deployable equipment:
yea, i didnt read the whole thing. i expected as much once i actually noticed how crappy my health was, lol.
Please color stuff like "does not stack" red, bold it if possible. Most items stack, so its basically common sense to think others would as well :/
Ok, im back with more feedback... Bugs:
Suggestions:
I know my suggestions are probably a lot of work, no need to hurry ;) first polish the beta untill you're happy.
i just played as well... And encountered a literally fatal bug. Not sure what exactly happened, but i bought the new armor item that reduces shields... I got my banshee, and bought 2 more. Somehow, i still had shields (had 3 items, 1 was lvl 2 so total shield reduction shouldve been 100%). That wasnt the problem. u upgraded the second item, and just died. No pilot spawned, no kill message, and i never respawned... I'll test that out a couple more times (does that make me suicidal?)
I'll see whether actually healing up after buying the 2 new items, and then upgrading one will keep me alive.
Also, you planning on any new weapons? i got a couple of ideas
Also, turrets are rather expensive and hard to get :/ plus they probably die quickly once your enemies try to take the control point. I think either cost should be reduced or vespene income increased so that turrets and repair towers are easier to acquire and rebuild.
Also, more choice in turrets would be cool. For example, give choice between the current turret and the perdition turret, the perdition turret dealing a lot more damage to bio but less to mech, and maybe some other things as well.
I'll try and get a larger group of testers together later once my friends are online, so that i can test it in an actual 5v5 and not 1+4AIv5AI
Also, did you change something with the AI? it either runs away earlier now, or it runs away when it is outnumbered or something. It seems smarter.
I'll try and get my friends and some ppl from the IRC to test out the new terrain. It looks absolutely, for lack of a better word, epic.
For the problem with abilities... For buying them, you can either make multiple command cards with different types, or use a dialog system.
Actually, isn't it possible to add an "action bar" with abilities? I've seen this in starlocks. if you can implement something like this, you're no longer restricted to the 10 slots on the command card.
I say you keep the ability and vehicle buying the way it is now (or the cool intro screen for vehicles, that sounds really nice as well. Maybe allow buying items over it as well?). I think adding small vehicle specific buffs/abilities would be good though, to make them more unique. there is a post a page or two back that suggested this (the one with +fighter range. Pretty long post if i remember right). Nothing too big, and allow all vehicles to purchase all the currently existing abilities. Carriers could get either improved drones, or something like chrono boost that increases drone build speed. Stuff like that. Adding a small weakness in addition to that might be a good idea as well (Tanks having slower attack speed, fighters losing movement/attack speed if their life is under X%...)
Also, never force players to stick to their starter vehicle. I personally wouldnt have a problem with it, but im sure some people have strategies which are "Start with class X, switch to class Y later". I tried starting with the tank once, and might do that again, and then switch to the banshee once i can, because wraiths are rather fragile (but i do well enough with wraiths)
Dont turn this into DotA - keep vehicles as simple as possible, while still making them unique through minor differences.
Btw, if you ever get a team of testers for unreleased version, add me to the list :) I'll give you all the feedback (not the HT type) i can about everything (especially fighter class. I wonder how other people do with them, cause the rare banshee i meet fails completely against me, while i obliterate everything. Ive lost 3 games in total, all of them on account of missing allies)
Also, can you nerf the first 2 levels of missiles please? It's impossible to beat anyone using them unless you get missiles yourself, since they can sit a safe distance away and shoot you, while creeps prevent you from getting close enough to use your MGs. After tier 2 vehicles come into play, missiles are no problem, but before that they are ridiculously annoying.
Hope i wrote everything i wanted to, since ive been massively distracted while writing this...
keep up the good work :)
EDIT: didnt want to double post.
Eiviyn, can you add me on bnet (TheWatcher.477) and invite me to a game of catalyst beta? effing bnet 0.2 wont find it even when using the search function...
Ummm... as far as i know shes taking all the feedback and making something out of it. You want to hear my guess about why the turrets and stuff can be built on enemy territory? because the supply depots are neutral and have an interact ability, which is limited to neutral players. If it would belong to the AI player, it would get auto-attacked.
Quick fix would either be making the lowered depots invulnerable and change owner, or change their owner to a new player thats set as ally to team 1 and neutral to team 2.
and i dont see random experiments and twisted logic anywhere. Everyone asked for rebuildable towers and turrets, we got them. I asked for a wraith buff, and for some reason i got extra slots on the banshee and dusk wing... But if im right, it also has those extra 50 health. Either that or i micro better than before...
more spawns = More things to kill for your opponents = more money for your opponents = disadvantage
And if thats not the case, it would create an imbalance on the "natural order" of the map which i don't think would be good.
Giving other players control over the left player and/or improving the AI would be way more helpful. The AI part would be hard though... But giving control and res share would be good, plus the ability to upgrade the vehicle (You can upgrade items if you have control of it's owner. i tried it with my friend, it works)
Also, eiviyn, by skinning the map, did you mean making a new terrain or something completely different? It would be nice to know what's coming up, so if you have the time, mind writing up changes we can expect? and a pic of the new terrain if its coming.
Cant wait to see the new version =D
Im pretty sure increasing player numbers will upset a lot of triggers.
But yhea, i think it'd be better if you cant build buildings in your enemies' base
and early game doesnt decide the winner. Yes, you can probably see that the leading team is gonna win, but not because its impossible to retake all spawn points but because that team is simply better and will be harder to beat once they get the right equipment. i never worry about the early game, because i know that once i get that banshee the guys are toast.
Its impossible to get a big advantage early game because you get killed by creeps too easily to be able to hold the other teams spawn points, let alone actually engage a base-turret. The only advantage you get are minerals you get from creep kills, but that doesnt have a too large impact because majority of the money comes from the passive income.
And you can retake control points really easily, unless all 3 opponents are sitting on it, in which case you should just make sure they dont advance.
and the part about not being able to push and defend with 3 players... Thats a lie. I can push by myself, i don't need assistance, and i'm using a fighter ffs. I had no trouble even before i got the extra weapon slots, now i don't even get to the dusk wing. And you can push easily with only 2 players. And even if all 3 players move out, you won't need to defend cause only an idiot would try to run into your base while his is getting hammered, and even then, one of the three players just recalls and that's that. And if they take spawn points, they won't be able to hold them since you're killing off half the troops leaving their base, and your own troops will kill the ones that are coming from the free side because they will outnumber them.
Finally! I sent a message to a friend of mine in caps saying catalyst is back :)
Also, i agree about the healing abilities being kinda UP. I always use them, and they help me a lot, but once i get myself civilian repair, i just quit using them since compared to civilian repair, theyre just a waste of energy. Percentage based would help a lot, and to not make it useless early game, you can make it something like "15+5% of total health, and 5% over time". Maybe different numbers, but something like that. They'll heal more or less the same early game, but will not seem like a waste of energy when you have 1k+ life and shields.
I'm waiting for my friend to get home so that we can play a bunch of games ;)
oh, and dusk wing got a 6th weapon? Eiviyn, I <3 u. I was able to own with the dusk wing before... But now... MWUAHAHAHAHAHAHA
Sounds.... Interesting. Lets hope you dont break anything :) I know that whenever i do something on my map, most stuff breaks (especially stuff i didn't even touch...)
Sounds interesting Eiviyn :) Also, try and check about replay recording, cause i dont get any replays from it (and no, its not in the wrong folder. Believe me, ive got experience with replays)
Mind saying what you're doing?