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    posted a message on [Released] The Final Frontier (space rts)

    @scmapcritic

    Ah, I think there was another game developer trying to work on that ability. I assume that he is still working on the project, if not, then perhaps he will be able to work with Hookah on that planetary feature.

    Also, after reading my above post, I realized that I was very repetitive with certain words >.< .

    I do have another question, and it is about whether a more sufficient and detailed guide on the help section could guide newcomers, so as to decrease the drop-out rates and increase games played :D.

    Posted in: Project Workplace
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    posted a message on [Released] The Final Frontier (space rts)

    I am glad to say that I have created this account mainly for responding to the quality of your game and to leave my review of it here. After this, though, I will probably be able to use this account for searching other high-quality maps.

    Anyway, enough of the sweet talk. TFF is definitely among one of my most recommended on the list of Custom SC2 maps I enjoy playing during any downtime I can get. The gameplay provides the realistic abilities of most internet space browser games (which is where you took the idea of making the map from), and translating it into Starcraft's Galaxy Editor and creating a truely entertaining and intensive skill-practicing game. The research system is unique in Starcraft, as not very many other games have utilized this feature yet. Also, the constant differing maps keeps the strategies and planet choosing fresh and new.

    I hope you're continuing on working on the map, because it'd be great to see how far and how creative it can become.

    Like everyone else, I have a few suggestions, or possible add-ons that could be introduced to the game:

    • Possible stationary base defenses - As I've found, it can be somewhat difficult to return quickly to your base if your fleet is out attacking the main base planets of another player. Being futuristic, it would add more skill and strategic placement to construct planetary or solar-system defenses to relax this fear.
    • Semi-larger capital ships - For storing smaller ships within the space fleet, and could transport them to the destination you want them sent to at a faster pace. Basically operates like a Medivac, only has a basic laser to defend itself. Ships inside it cannot shoot, and if it is destroyed, then all ships it was carrying are also destroyed.
    • Ships with warp capabilities - I think there could be either two ways this could work... 1) there could be a ship that can warp ships with a cooldown, or 2) a research upgrade that allows ships to warp to another area after researching the attachment (would cost severe energy draining and weight, as well as a weapons cooldown before it can start shooting again).

    Aside from the possible suggestions, I've noticed a bug that occurred when I was once playing; after adding 9 research quality points and 1 point to another skill (cannot recall at the moment), any attempts at researching Military hull upgrades failed, and would remain stuck on my research list.

    Also, the administration upgrades may be a bit difficult, or slightly imbalanced, as it gives the player a considerate advantage over other players in expansion, research capabilities, resources, production, etc.

    Anyway, that's all I've got for now. Thanks for reading.

    Posted in: Project Workplace
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