That bombing run looks sweet, can't wait to play!
- Registered User
Member for 12 years and 1 day
Last active Wed, Dec, 8 2010 11:14:10
- 0 Followers
- 16 Total Posts
- 0 Thanks
Oct 25, 2010Posted in: Project Workplace
I would hardly call this a failure, I still play this map on a daily basis and loved the beta map. I'm looking forward to seeing your next work, in the mean time catalyst remains my favorite map.
Oct 20, 2010Posted in: Project Workplace
Instead of a Point Defence Drone, you could just make a weapon that shoots at incoming missiles, but nothing else. Maybe not fire as fast(unless fully upgraded?) as a PDD, but reduce incoming missile attacks enough to notice.
I support any means of reducing missile attacks, because personally I think its the cheese of the game. Maybe it should also shoot down first tier cannons(the ones that look like missiles, not the battlecruiser shots) as well. This way the weapon is useful against marauders, it will not be niche item and just add a little survivability when fighting creeps.
Oct 4, 2010Posted in: Project Workplace
I would love to see some carpet bombing! More mines carried, equals more bombs in a sequence. Be careful to make it a decently long cooldown, so we can't keep carpet bombing non stop.
Also, make the bombs not do as much damage as mines, because we do not want to instantly kill enemy players.
Ofcourse bombs should not be shot out of the air.
Sep 30, 2010Posted in: Project Workplace
Are Sensors supposed to stack? Right now you can get 4x debuffed by differently upgraded sensors. If stacking is intentional same upgrade level sensors should also stack (but the debuff should be decreased a bit then if you ask me).
I would still like to see a defensive type weapon that shoulds incoming projectiles(missiles), thus sacrificing offensive ability for defense ability.
Keep up the good work Eiviyn!
PS: Did you spell Vespene right yet? I keep seeing Vespane ingame.
Sep 27, 2010Posted in: Project Workplace
Maybe you could add a immovable/undroppable dummy item to the inventory at the first collumn of each row with a general weapon/armor/shield/drone/system/ability icon. This way it is easier for new players to see which item goes on which row.
It's not perfect since you get messages when trying to interact with the dummy items but I think it would make things alot clearer.
Sep 25, 2010Posted in: Project Workplace
The ending seems a bit unfinished atm, i want to see that nuke :-P
Also a graphical bug, I saw a new wave of infantry spawn and run towards points while the fortress was blowing up, there was also no dropshop around :-)
I think level 1 vehicles should just be free, sometimes you chose something at the start but during play you find out you rather use another.
Edit: Oh and good job on the infantry waves, the game feels a lot better now, thumbs up!
Edit 2: Would it be possible to maybe blink the resources red when it get near the end? right now its easy to miss the moment the resources are at max. Some other kind of audio/visual sign would be cool too.
Sep 24, 2010Posted in: Project Workplace
Maybe make a bar on the hud that moves to left or right each minute based on how many points are captured and by which team. If the bar is completely to the left team 1 wins, if the bar is completely on the right, team 2 wins.
This could still be a long stalemate tho.
Alternatively you could just outright get points per minute for each captured point. The team that amasses a X points wins. This way you get immense control over the time it takes to end a game.
Ofcourse in both these situations there would be no additional gas generated by capture points to remove the snowball effect.
- To post a comment, please login or register a new account.