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    posted a message on Hostile Planet (Now out of Beta!)

    Nice to see the rapid fixes.

    My opinion on economy, revisited: - It's not just that the command beacons are good, but that powered funding centers don't seem to do hardly anything at all past the early game. I would like to know exactly what powering a funding center does, and how having a higher army size interacts with it. My experience is that once you have past 60ish units, your funding centers will read 0/100 whether you have 0, 1, or 2 power generators by them. Even if you have 4-5 generators at 4-5 funding centers, money will trickle in at a very slow rate.

    Power generators - Cost a lot - Take a while to build - Are a high target for enemies - Are VERY fragile - If i'm understanding things right, they get less effective as your army size increases - Give you a pretty small shield bonus

    I think a different bonus would go a long way to making power generators better. If your units are being hit at all then they are probably going to be dying whether your have 5-15 more points of shield or not. An armor bonus, attack speed bonus, move speed bonus, or even a penalty to enemies (energy field interferes with the control of the units) in the field would be a better incentive.

    Beacons - Can be massed in one area for easier defense - Get pretty expensive - Are not fragile and regen naturally - Generate a lot of ammo - Yield a good amount of money - As far as I know, they generate the same cash whether your army is huge or not. - Raise your money and ammo cap

    It is a monumental effort to power and DEFEND 5 funding centers. The payoff doesn't seem worth it since the money will trickle in once you have a mid size army.

    Mech units: Edit: I took a closer look at the mech and realized I was wrong about the DPS. It is pretty solid for the price. I still prefer units with longer range, but winning with mechs is definitely an option.

    I appreciate the work you do on this map. I love holdout maps like this one.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    btw, in game name is CombatJoe, sup hazard :)

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    Fun map, been meaning to post here.

    Bugs/Problems: - A lot of mineral nodes spawn outside of the borders of the playable map. The map pulse indicates that they spawn in the bottom left corner just out of zone.

    - Mineral nodes occasionally become hostile and can no longer be mined, only blown up. I'm not positive, but I think this occurs any time a player leaves or is eliminated; existing mineral nodes turn hostile. I'll try to pay more attention to this.

    - The APC has a lot of issues navigating through the forest outer part of the map. Especially at the bottom, there are too many trees blocking it and it is unable to get by. Consider removing a lot of the trees or only using a kind that can be walked/driven through.

    - Some of the outermost funding centers are in positions where they completely block passage for units larger than infantry.

    Suggestions: - I don't believe the new tutorial explains how you need to purchase units in groups of 12. The #1 question a new player asks is "where are my troops??" followed by "How do I restore my commanders energy?"

    - Reduce the price and research time of assault rifle upgrades. Just seems excessive to me, especially when compared to rifle upgrades.

    - Greatly reduce the price and research time of body armor upgrades. Body armor doesn't have anywhere near the impact on your units that weapon upgrades do. It just doesn't make much difference whether your guys have 3 armor or 0, so it should be cheaper accordingly.

    - Have body armor add 3-5% health per upgrade to make it much more worthwhile. If it already does this and I didn't notice, then I apologize.

    - Mech units seem weak for their price. The tank is solid; it is an actual high HP tank. I think the rest of the mech units could use a range boost to make them more effective.

    - Heavy infantry could use more health and armor, I think this unit still dies a little too easily even with medics around.

    Economy: - POWERED funding centers do not generate anywhere near enough money. When I started playing this map I would get about 4-5 funding centers and power them, which is very difficult to defend. Sometimes I would make 2 power generators at each funding center to see if that would help. The money flow was awful considering how much it cost to build up and how tough it was to defend. Once I switched to making command beacons I stopped making power generators at all and the game became much easier.

    If you want people to stop making command beacons for income, then reduce the amount of income they grant to 3 or 4 per tick. OR make powered funding centers give a lot more cash. A clearer explanation of how power level. army size, and income interact would be helpful. I would prefer something simpler, or at least have army size not annihilate your cash flow from funding centers.

    Posted in: Map Feedback
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