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    posted a message on [Release] Catalyst

    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.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    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.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    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.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    +1 for Ryaneko's "powering laser" idea. If each control point is actually some sort of weapon that automatically fires at the enemy base, you'll be able to very accurately set the average and maximum game time. You can also make a "long mode" that players can vote on to decrease the power of the lasers.

    Also, a huge laser beam across the map is cool.

    Another thing I'd still like to see changed is to be able to upgrade infantry/add more from anywhere on the map, ie. not having to be in base. That, or give control back to the computer.

    EDIT: Please also move the turrets up the cliff. At the moment, sieging them is very easy, and if you charge out to defend them, the other team can just run up the cliff of the control point that's right there.

    EDIT: Found a few more:

    • When I got to 60 kills, the quest stopped updating the goal - eventually I was 200/60. I was using Turrets throughout the game, might be related to that?
    • Additional Marauder and Marine spawns don't seem to work. I was playing a 2v2 and my ally dropped before we did any upgrades. Infantry Upgrade worked as normal, except sometimes it would remove 400 vespene instead of 200.
    • Bots (both computer players and leaver replacements) don't upgrade items, or even buy new tanks.
    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Respawn bug:

    • If my respawn point is set to a control point, and it is captured by the other team while I'm busy respawning, I still spawn there.
    • My weapons start attacking for 2 seconds before I actually respawn, and then I'm not invisible.

    Also, drones survive if you die.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Hang yourself?

    Don't you mean go lynch mob Blizz HQ? :P

    Also, respawn system seems to be working fine.

    One minor change: when you die, your turrets stay.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    @fenzon: Go

    Typically only experienced players will know to only go one at a time, but most games are filled with all sorts of first timers.

    I think most players would certainly prefer a shorter game.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Confirmed, leaderboard is working fine.

    I just encountered another bug: Mech type - Hellion Location - other team's base, at the central landing zone I died and all my items dropped on the floor. I did not respawn. Another player in the game also dropped all items and didn't respawn at some point. Also Hellion.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    It's working again, thanks for the speedy patch!

    Some other minor things:

    • The scoreboard doesn't show any kills, only deaths.
    • If my team has more than 200 vespene, and I upgrade Marauders, it usually takes much more than 120. Sometimes it takes all, sometimes it takes 200 or so, not really sure. Please just take a look at it, there might be something amiss.

    About the game itself, it seems to have the same problem that Battle Tanks on war3 had - the game takes too long, and people quit out of boredom. This is because of the nature of the game - every few minutes you buy a new tank, new guns, etc. For now, here's what I suggest to make it shorter:

    • Increase respawn times, so that when an enemy is down, you have a better chance of taking down their base.
    • Add a teleport mechanism or a "pet" that can shop for you. Many players decide to go shopping when they're at the enemy's doorstep, taking sometimes 2-3 minutes (about 30-45 seconds of that is travel time). The simplest implementation would probably be a 10-sec channelable teleport to any control point your team owns.
    • Give control of spawn upgrades back to the computer, or let players upgrade it from any position. Upgrading your creeps is another reason to fall back from a good offensive momentum.
    • Change income to be given every few minutes instead of every few seconds. If you're at the shops and just need 500 (or 5000, if it's lategame) minerals for the next best weapon, you'll likely wait for it, even if it takes up to a minute. This, once again, gives your enemies a chance to take back control points.

    As you can see, most of my suggestions revolve around giving the attacking team (I define "attacking team" by the team that's currently holding 4-5 of the CPs) more incentive to press the attack and win.

    A huge problem I see with this, and a problem that already exists in the game, is the fact that the team that can take the center first and hold it for a good few minutes, usually wins because of the vespene gas income.

    Two things I think might help this:

    • Reduce the vespene income of the center.
    • Whenever a point is captured, spawn an extra group or even a special unit for the opposing team, to give them a better chance to retake it.

    Great map, I hope it lasts :)

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Hi there

    Major bug (courtesy of the new patch): when you die or buy a new tank, you lose all your items. At one instance, a dying player automatically dropped all items at point of death, and my weapons fired at the items.

    Please take a look at this, I'd like to play this map properly again ;)

    EDIT: I've also played with the hotfix, and it still happens.

    Posted in: Project Workplace
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