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

    You should round up a group of people good at this, and create a game scenario and see how it plays out lol. They always said, on the diamond level, everything is balanced. Have you actually played any group games with others?

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

    I must play now LOLLOLOLOL. Anyway. The difficulty seems like something good to achieve. I'll be playling have with you grimshad lol. If someone leaves, does the scale change, and bring back the AI. IDK if theres a way to not ally and gain vision. Maybe making a shared 'observing people' who has map vision? Idk, i havent messed in the editor that much. The objective i was talking about... make instructions like "build a perimeter" "Capture a funding centre" "build 12 units" and optional "mineral node" and stuff like that. Play stranded on krydon...

    Quote from Abacus142: Go

    It seems like the map is finally leveling out to be around where I wanted, now to address the issue of time, I have considered making the days longer before but it will increase the total length of the game substantially. A hour game seems a bit long for someone, I hope to keep the game time at about a hour. What would you suggest for me to change the daytime length to>? I also have considered a suggestion given to me before about a period of the game, likely midway, where there is an extended day, probably 6 minutes instead of the standard 3 where I would probably give boosted cash received from pvp or something along those lines. What do you think of this idea?

    Also do you like or dislike the possibility of me allowing the cloaked pvp units to attack other players without the person making war? This would in turn create a bit of a tactical spy game. Its just an idea for now. Let me know your thoughts.

    This would encourge more pvp lol Ever heard the term time flies when you're having fun? it lets people set up easier, and an hour is a very long time, but if they play league, they should also know league is occasionally long. Extended day sounds good for pvp haha... Tactical PVP sounds more like a dick move than a strategetic advance... Seriously, I had this guy with 10 funding centres pinned to his bunkers and everything. Nobody usually makes reapers, nobody cares for technicians early. its just stuff like that

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

    @EaZyAZN: Go

    And also, the day time should be longer... plus can you put the leviathon back to 22k hp?

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

    @Grimshad: Go

    Grimshad, thats not a bug. The custom game and regular games sometimes mess up their icons. You'll find that maybe switching to different custom games will make their icons stick to your UI...

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)
    Quote from Abacus142: Go

    @EaZyAZN: Go

    Sorry, I had to redo alot and forgot some of the previous bugs I had fixed like the alliance vision, its fixed again. I also added in another turret per Core, I am working on a dialog based tutorial that might help guide new players but its a pain as dialogs can't easily be made for each player, each dialog is global. Still fiddling around with it trying to make it the best way I see how. I envision a dialog at the start asking the player if they are new, if they click no, it disappers, if they click yes it will more or less pop up directions on how to do a cookie cutter start up and survive the first night. These directions will be in a pop up to the right of the screen and text based.

    Also, The ending shouldn't be glitched at all, what makes you say it is?

    Anyways I am releasing what I had done, it hasn't all been tested as of yet but I didn't do anything major that would causing mass chaos aside from fixes of annoying things. If anything is to be bugged still is that the natives might pop out during the day still, if this is the case please let me know as I re-factored the trigger for it.

    I have to go out and do a social thing, I will be back to work on this later tonight, thanks for the feedback!

    Wild dreams lol, I still think objectives seem better. I played 'stranded on krydon' before yours, and it made me think. Maybe your map should be a bit bigger? not enough space for 10 people. And also, i had my Command Beacon started off in this one position a long time ago, that when units dropped in, they would be trapped on the other side ... the space was too small

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

    @Grimshad: Go

    characterr name?

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

    @EaZyAZN: Go shared every time they ally you *

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

    mouse over your profile picture grimshad. And the glitch where the visioned is shared has returned!!

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

    @Grimshad: Go

    they survive for one day. Its enough time. Grimshad whats your code & stuff? I wanna play with you sometime

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

    Try this scenario. Play this game, and in the daytime, lose your last city core ( shoot it down or something) the zombies will come back.

    And spectating without the user interface is disappointing, idk why.

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

    Im playing it right now and i noticed the health difference of the leviathon

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

    Thats boss haha. makes reapers more important too, with their flares. What you're saying is. I can muster up an army, kill everyone on the map (except for a few people). These people will not get saved experience, even though they've been playing the game into 40 minutes. And also, I wish the tutorial was more clear. Usually explaining to people through chat gets things done fasters.

    Usual topics people are stuck on-

    how to get a drop of troops / how to recharge energy / how to build buildings (usually no perimeter) /

    Wish there was a way to post that in the open, so that people could understand the game better. Will you ever play public games Abacus?

    I think the hardest thing to debate about is how the experience should work, so that it's balanced.

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

    Anyways screw this I'm gonna go play some hostile planet, good luck with the patching.

    P.S. J'ai une idee! Make OBJECTIVES! like "build perimeter" "defend city cores #/4" "build soldiers #/12" stuff like that that would aid noobs

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

    The main thing is in the this, I agreed with Grimshad. The ecconomical pursuit of this game is so hard. I usually just cause some havoc with commandos, but usually I'm unable to fund for commandos AND a base defense. The city cores die way too quickly, I think they should have some basic means of self defense (against both players and zombies). Honestly, the best way to get money is to wait for an idiot try attack you lol, and watch them get gunned down by some of your heavier units. This game is so much more difficult. Grimshad, what I said was I started at level 3, then died in that game, and went to lvl 1 somehow.

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

    I say you focus on those details more lol. The good thing is the daytime zombies are gone. The reason you're game isn't as big as the others I think is because the learning of the game is unclear. There's this margin between really good people and clueless people. Good luck with that trigger. And mineral nodes are annoying, because of the fact engineers move too slowly. Could they at least move faster on perimeter? I hate waiting an hour for an scv to move onto the next area of my perimeter. Loving the game so far though, keep it up!

    -Right now I'm just throwing ideas out there.

    Posted in: Map Feedback
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