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Hempuli‽
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« Reply #30 on: April 10, 2011, 05:27:46 AM » |
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What about changing the current scientist to a medic and having a new more cybermasonish scientist (mostly avoiding the battle and doing the research things)?
I haven't noticed this before, but it's really easy to shoot through blocks. You might want to check the collisions again.
Can't say I'd have noticed that, but I made it more secure just in case.
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FishyBoy
Level 6
Make like a tree and get the hell out of here
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« Reply #31 on: April 10, 2011, 08:43:01 AM » |
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I think engineers could work well if they could function as mobile item makers. It'd fit their support role well if they could put together some mines to hold off attackers without relinquishing the control point.
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foxes8787
Level 0
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« Reply #32 on: April 10, 2011, 10:02:10 AM » |
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I can still make the gunshot sound when pressing c while I'm dead.
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Hempuli‽
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« Reply #33 on: April 10, 2011, 03:00:17 PM » |
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1.66b is here!Changelog: - Buffed flashbangs, rockets, turrets
- Made the Spy ID also change your name!
- A new item, the napalm bottle
- Bugfixing, lots of small stuff
- Spruces!
Here's an utter failure of a .gif to show how the turrets work: VERSION 1.66b GET!EDIT: NOTE THAT THE TURRET BUGS! It shoots and hurts teammates as well. Sorry about that. Next things on the list: -research -fourth class -An in-game changelog!
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« Last Edit: April 10, 2011, 04:14:04 PM by Hempuli‽ »
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Reefpirate
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« Reply #34 on: April 10, 2011, 04:35:28 PM » |
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Sweet. Keep it coming! I'm addicted to this game already... One thought I was having was that it does seem like a team that spends a lot of money doesn't really get a huge advantage over, say, a team full of fighters and one mason who don't spend any money. Perhaps to get people more interested in digging you could make the advantages for digging for minerals a little more pronounced? I'm not sure of any ideas at the moment... Maybe research could be based more on the minerals, and research gets you some relatively OP weapons? I like the bombs, don't get me wrong 
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mokesmoe
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« Reply #35 on: April 10, 2011, 06:51:21 PM » |
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Buying vehicles is a waste of money, because once you buy it, the other team will use it just as much as your team. I think you should make vehicles team based, but not in a 'only red team can use red vehicles' way. Make it so you have to stand by an enemy vehicle holding the use button for a few seconds to 'pick the lock' and get in. the vehicle would keep it's colour, but wouldn't be locked again until the original team uses it. This makes the vehicle easier to get back if your team was the one to build it. A symbol showing that it's locked would be helpful, but make it only appear when you're close to the vehicle, to reduce clutter.
This will also counter another problem I've had, where the game host can sometimes run to the other base and steal their digger before they can join the server and load the map.
I think you should buff turrets, but make them get destroyed if you destroy the block their on. This way they are better at defending, but have a clear weakness. Wait, I forgot they could be built on solid (Steel? Concrete?) ground. (Was thinking of land mines) Another idea is that you could buff them, but give them a set-up time. All this is assuming you haven't buffed them in the newest version, I haven't played it yet.
A neat idea would be to randomize the point's Y position. This already kind of happens with the ground being at different heights above/through it, but a midair point would be cool with the flying vehicles and builders. A few different point designs would be cool too. (Laying out the blocks in it in different patterns.)
EDIT: Making rockets slightly homing on enemies in vehicles would be neat.
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« Last Edit: April 10, 2011, 06:57:55 PM by mokesmoe‽ »
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Reefpirate
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« Reply #37 on: April 10, 2011, 09:52:04 PM » |
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Mixing aside (which sounds OK to me anyways... not my specialty) what is that?? New theme-song or something? I like it.
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Reefpirate
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« Reply #38 on: April 10, 2011, 09:56:30 PM » |
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Buying vehicles is a waste of money, because once you buy it, the other team will use it just as much as your team. I think you should make vehicles team based, but not in a 'only red team can use red vehicles' way. Make it so you have to stand by an enemy vehicle holding the use button for a few seconds to 'pick the lock' and get in. the vehicle would keep it's colour, but wouldn't be locked again until the original team uses it. This makes the vehicle easier to get back if your team was the one to build it. A symbol showing that it's locked would be helpful, but make it only appear when you're close to the vehicle, to reduce clutter.
This will also counter another problem I've had, where the game host can sometimes run to the other base and steal their digger before they can join the server and load the map.
I think you should buff turrets, but make them get destroyed if you destroy the block their on. This way they are better at defending, but have a clear weakness. Wait, I forgot they could be built on solid (Steel? Concrete?) ground. (Was thinking of land mines) Another idea is that you could buff them, but give them a set-up time. All this is assuming you haven't buffed them in the newest version, I haven't played it yet.
A neat idea would be to randomize the point's Y position. This already kind of happens with the ground being at different heights above/through it, but a midair point would be cool with the flying vehicles and builders. A few different point designs would be cool too. (Laying out the blocks in it in different patterns.)
EDIT: Making rockets slightly homing on enemies in vehicles would be neat.
I agree about rockets being more of an anti-vehicle kind of weapon. Keep them only semi-useful against people, but extra damage + slight homing against vehicles would be cool. I agree that the digger-stealing is very annoying... But I wouldn't want to see it removed as a strategy. It adds a cool dynamic to the early game, where you have to rush to your digger to make sure it isn't hijacked. Now, the host being able to get there before anyone else is a cheap tactic that should be minimized... But you could counter this with a 30-second match start timer or something. So the host, and no one else, can move for 30-seconds (or less, 30 is just an example).
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shojin
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« Reply #39 on: April 10, 2011, 09:58:38 PM » |
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Mixing aside (which sounds OK to me anyways... not my specialty) what is that?? New theme-song or something? I like it. The first is the Main title/menu music, the second is the current gameplay music. Both will be expanded and mixed better.
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Hempuli‽
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« Reply #40 on: April 11, 2011, 03:53:23 AM » |
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About the Vehicle stealing; I agree that the current style of gameplay supports the way of "fly the thing to the battlefield - die - the enemy has it now", and the digger stealing in the beginning of the round is especially annoying. However, I'd myself prefer some other way than making the vehicles 'owned' by a certain team. Of course, if there are no other choices, I'll do that anyway. As for the host/early player thievery, I'll make it so that the enemy base will be blocked until there are more than 1 player playing. Also, my intention is to add at least 1 new type of ore that'd be used specifically for research. Research itself should be some kind of a meaningful thing to spend ore on, since it'd grant bonuses to your team only. Researching will have two parts: 'actual' research and upgrading. 'Actual' research is basically like unlocking new vehicles/items - there's a tech tree and the scientists click on the stuff they want to research at a time. Some of the currently existing items will probably be made unavailable at the beginning, so they must be researched first. As for the upgrading, it will mostly be related to character health/speed and such. I'm not totally sure what kind of things could be upgraded, since that kind of stuff has a high chance of breaking the already flimsy balance of the game. Health upgrades are a must, but damage is something I wouldn't want to touch, and movement speed is something that might cause more trouble than aid when upgraded. Today's update will hopefully add some simple researching, fix certain bugs and maybe add another new item. The lightsaber is something that'd require pretty extensive coding but man the idea sounds amazing to me! EDIT: Another thing I should really look into is the round winning and the losing/winning screens. The way the timers reset is really curious, and it's no fun when the game reports that people have won/lost even though the round is still running. Hmm.
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« Last Edit: April 11, 2011, 03:58:54 AM by Hempuli‽ »
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Del_Duio
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« Reply #41 on: April 11, 2011, 06:10:55 AM » |
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About the Vehicle stealing; I agree that the current style of gameplay supports the way of "fly the thing to the battlefield - die - the enemy has it now", and the digger stealing in the beginning of the round is especially annoying. However, I'd myself prefer some other way than making the vehicles 'owned' by a certain team. Of course, if there are no other choices, I'll do that anyway. Hemp, what about if someone tries to use a vehicle they don't own it takes 30 seconds or so to "hotwire" it? Also if you do this have the 4th class be a Carjacker or something that reduces this time to 10 seconds or so (?) Just an idea!
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DXF Games: Equin- The Lantern, Hasslevania, ODW, Neil Peart- Mission: The Camera Eye and more http://dxfgames.com
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nahkranoth
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« Reply #42 on: April 11, 2011, 06:22:22 AM » |
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As for the host/early player thievery, I'll make it so that the enemy base will be blocked until there are more than 1 player playing.
I think this can work. I agree that taking the enemies vehicles is not a bad thing. (Had some nice fights around the digger for instance) I don't think carjacker class would add something. What i am curious at is what the research will do to the game balance. Especially if your talking about another ore, their should be a difference in the speed you mine the diamond and the research ore. We will see...
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mokesmoe
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« Reply #43 on: April 11, 2011, 09:44:04 AM » |
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I was really just trying to think of a better way of having team-owned vehicles because I don't want to ever see 'only red team can use red vehicles'. Also, I was thinking just a 5 second timer for hijacking vehicles. Just enough time for any nearby teammates to try to save the vehicle.
A good upgrade would be jump hight. Maybe grenade upgrades would be cool? Whenever someone on your team throws a grenade it gets a bigger blast radius? Sorting it by which team made it would work too, since grenade stealing doesn't happen very much anyways. Researching lower prices would be nice too.
Round winning/losing should be completely server based. No matter what each player has on their timers, when the server's timer reaches zero, it sends a win/lose message to each player, and they show the win/lose screen.
An idea I had was to make vehicles even cheaper, but give them a build time.
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Hempuli‽
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« Reply #44 on: April 11, 2011, 01:04:30 PM » |
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1.67 is out! Changelog: - Bugfixes, such as the one related to turrets.
- Implemented the vehicle lock discussed above.
- A new item, the loyalty chip, that instantly makes a "teamless" machine locked to your team.
- You can now view a changelog for the new updates.
- Really unfinished research. You can currently only research bonus health up to 200 hp.
- Missiles now do more damage to people in vehicles.
EDIT: AAAGAGASFSAF The health research happens for both teams! Man I'm stupid, haha. Gotta fix that quickly. VERSION 1.67 GET!Also shojin, I think the distorted guitar might be quite overwhelming in the in-game music. It kind of drowns the other instruments. Otherwise it's great as always.
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« Last Edit: April 11, 2011, 01:58:29 PM by Hempuli‽ »
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