• 0

    posted a message on Fun or Not ratings

    When is next EU map night? I normally play on NA server(though i have EU account), and i live in Australia. You'll have to let me know what time that is based on GST +10 timezone.

    EDIT:

    NVM, just read the EU Map Night thread.

    Incidentally, what's your ID #?

    Posted in: Map Review
  • 0

    posted a message on Fun or Not ratings

    You'll probably hate me for saying this, but i think there needs to be a score for originality. There are just too many maps out there that are just remakes and copies of old maps. This is one of the things i consider to be ruining the custom maps scene on SC2, as too many players just expect maps to be similar to older games, thus making them unable to adapt to newer concepts. Are you all not bored of seeing the same old crap dominating page 1?

    Posted in: Map Review
  • 0

    posted a message on Fun or Not ratings
    Quote from IliIilI: Go

    @Kildare88: Go

    I loved your game. I want to play it again, but it never pops up in the fun or not system. Surely I didn't see the scoreboard and ranks. I'll check it next time I play it. Anyway, nice game. ;)

    + Trapped in Hell Berkut3

    + Racing Tower Defense

    + Zealots vs Zerglings

    + Marines split challenge: Split your marines vs banelings!

    Haha thanks. Any personal feedback you want to give me?

    Posted in: Map Review
  • 0

    posted a message on Fun or Not ratings

    Hi there, i'm not sure if you noticed, but Fleet Assault DOES have a scoreboard ranking system in place(hold TAB to see scoreboard/ranks, and hover over player names to see overall score). You can also view the full rank list in the Help section(F12).

    Posted in: Map Review
  • 0

    posted a message on Fleet Assault [Official Thread]
    Quote:

    I hope you plan to remove this. Because otherwise, I am going to continue to whine about wanting 1/6th or 1/3rd bounty for the fighters/corvets, due to the ability to equip one as a epic tank, and hence always survive,(run away when the other 2/5 die) unless making a huge mistake.(or eating multiple proton bombs due to bad steering) On the other hand, I would not mind being able to slightly reposition your fleet ships to move the damaged fighters to the back, so the stronger ones take the most punishment instead of losing a fighter.

    Erm you can't do super-tank-fighters like how Rainen used to do it now, since i nerfed light hull armors. And it's still possible to kill tanked up squads. 2-3 hits with Tactical missiles solves the problem =P

    Quote:

    I agree, however, I still think that giving +x and +y% would be a better idea. So you get 10 crew and 20%, or w.e. That way, it effects small ships (10 crew gets +12, +10 flat and 20% giving 2), but it effects large ships way more(500 gets 110 crew, 10 + 20% or 100) (as opposed to being useless to one or the other, it works for both. This would give small ships larger percent boosts, but large ships smaller percent but larger absolute boosts (after all, move inventory gives more room, so to get the same percent it would take a few more slots))

    Done and done.

    Quote:

    I agree, however, I still think that giving +x and +y% would be a better idea. So you get 10 crew and 20%, or w.e. That way, it effects small ships (10 crew gets +12, +10 flat and 20% giving 2), but it effects large ships way more(500 gets 110 crew, 10 + 20% or 100) (as opposed to being useless to one or the other, it works for both. This would give small ships larger percent boosts, but large ships smaller percent but larger absolute boosts (after all, move inventory gives more room, so to get the same percent it would take a few more slots))

    Actually, it gives +2 shield armor, and that is all the reason it needs for squadron players to be buy it.(I know some pro squadies use them)

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    Ugh, long posts....

    Quote:

    You are not supposed to be able to leave the beacon back at base. In my experience, I was unable to deselect the beacon like that in any way, as any time I issued a command, it reselected the fighters as well as the beacon. However, if you can tell the exact steps to reproduce this bug, that would be appreciated.

    Actually, there is a way to deselect fighters or select individual units.

    Quote:

    Fist off, I want to talk about the exploit. The trick is to leave your name beacon at the Mothership and open up the inventory and the item shop. This enables buying weapons and equipping weapons anywhere on the map. I think buying weapons when your not near the Mothership is a cheat;

    Thanks for reporting this, i didn't even think of that. ;D

    Quote:

    However, exchanging weapons from your cargo is legit with some thought. One questions came to my mind when playing and I thought up an answer. How would you change weapons to another with out all the clicking on the inventory screen while moving your unit around fighting and dodging? There would be another ship build options in the inventory screen where you would customize your second ship build and to the ships power functions you can have a button setup operating the ships secondary weapons setup from build 1 to 2 enabling the equipment of weapons. It would be cool to switch weapons in the middle of the battle.

    I can't/won't implement this for two reasons:

    1) The game is already complicated enough as it is, it'll make things worse if i add some even more complex inventory system that'll just throw newbies off-balance further.

    2) I'm running out of map script space, can't afford to add unnecessary functions/triggers.

    Quote:

    This is what good buy a weapon and focus on its attack speed and range. This is what bad focusing on the amount of weapons you have and your ship speed, shields, and armor. The ship with a 5 siege cannons in front firing with the 150% attack speed bonus from 15 command crew on the ship can crush any ship like a soda can. Putting plate is denying weapons on your ship and is just adding more time for the ship with the soda can crusher to come in and crush it.

    I disagree. I play multiple shields and still crush mass-command crew builds 1v1 all the time. It all depends on team combination and overall combat strategy. My current Dreadnought build is so far still unbeatable in a 1v1 basis(it has its own weakness tho).

    Quote:

    Light equipment definitely needs help across the board. There should be a light equipment item that increases your attack speed could be some type of computer weapons systems that is only for fighters. For the upgrades for the shields and health need some working on. really no benefits other than extra time to get shots off. There is two shield types in the equipment the small to planetary Shields that focus on the health and the Regen and the deflector shields focus on armor and hit rate, this is brilliant and should be explored more. The shield battery gives a little shield armor but has no added effects it looks like a blank slate and should have some effect. For the shield and the health of the ship I would explore the armor impact on total damage you take as you go up tier in the armor route. This way the ship can Stim of some of the damage a better than the regular ship designed. The gravitic boosters need to be better than +1 and the engine should be separate for fighters and capital ships so that engines for fighters are not expensive. The supplementary crew why is it 20% and not +# crew same with engineer crew, unlike the command module and the marine crew. The percent is not that big any ways unless you got a lot of crew.

    I think you're COMPLETELY misunderstand the armor/shield/engine system here:

    1) You underestimate armor values(for both hull/shields). The difference between 1 armor point and 4 armor points is huge. (See armor formula)

    2) The +1 speed point does not mean it gives the ship +1 speed. Again, read engine formula.

    3) The +% crew is for the benefit of larger ships. It doesn't make sense for 1 supplementary crew to give 100 crew to a Starship.

    4) Squadrons are already fast enough as it without having to make it further imbalanced by giving it combined speed upgrades. If you want more speed, you gotta sacrifice that many slots.(Plus it makes it more realistic anyway)

    Anyways, thanks for your feedback. Highly appreciated, though i would appreciate it even more if you would post future feedback @ www.fleetassault.com

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    1. Valkyrie Profile - Distortions in the Void of Despair

    2. Valkyrie Profile - Mission to Deep Space

    3. Tales of Phantasia - Threatening Sky

    enjoy. =)

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    lol yep as Rana mentioned ^

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    Ah, you wanted me to do it like that. But it's not very precise tho as the behavior stacks only give decimal bonuses so the armor values are rounded up in the process. Still, it could work...

    EDIT: Actually, thinking about it again, i may have another idea for another armor system that might make armor items more worth it, but i need to refine it first.

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    @Ranakastrasz: Go

    Erm...have u seen how the armor system in SC2 works? I can't set it the way you want me to. Not even via triggers.

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]
    Quote from LongLivetheTalDarim: Go

    I like this map, but does it have AI controlled opponents?

    Not atm. It will be really difficult to script an AI, especially for this map, since it involves alot of dodging and stuff.

    Quote from Ranakastrasz: Go

    As for suggestions. Are you willing to put a Wc3-ish armor system in (basically each armor point adds x% extra survivability) instead of reducing it by a flat percent, because it makes it far more flexable. I could write a simple system to do it, although I would like to know how your current armor system works first, data-wise.

    I don't mind but as of the moment i don't know any real way to make it that way(except via triggers). I'm currently just using SC2's default armor system but making it reduce damage by a pre-calculated 1% instead of 1 damage.

    As for the shield system i'll look into it later. Thanks anyway.

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]
    • bump*

    New youtube video links added. Enjoy! =D

    Posted in: Map Feedback
  • 0

    posted a message on Data editor stumper: transferring damage

    Hi there, i'm interested to know how you did the damage redirection via triggers? My issue is that if the damage dealt is more than the target's hp, the target dies immediately instead of transfering the damage to the other unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Fleet Assault [Official Thread]

    I've got a better idea. I'm going to use a Behaviour that applies a shield-modifier effect(as in not using the default Modification settings, but an actual Effect) on the unit every second with a Validator that checks if the unit is in combat or not. Since upgrades can be applied to Effects it should work.

    EDIT:

    Hmm damn it didn't work.

    Posted in: Map Feedback
  • 0

    posted a message on Fleet Assault [Official Thread]

    ...Actually, i just came up with an idea. It might just work. We'll see how it goes. =)

    Posted in: Map Feedback
  • To post a comment, please or register a new account.