Hi Fredy, I played with icons a bit. Let me know what you think. Some of them good or some of them needs some work on but I wanted to upload everything because if you like a concept i can refine it and make it better.
I did not like traders in Battletanks at all. I never got the point why they were implemented. :-D Why would I want to play a trader? Can you explain the mechanic to me?
Hey Freddy,
Its about getting faster Minerals then others by Outpost or killing. But the traders are even more bountied. Good games take about 1 hr, with that it could be a bit faster.
And what you say about the Protoss Idea? Since its no more possile to win if zerg rages you, what about a way to call Protoss as defenders?
Please explain in more detail what do they do. I still don't understand the concept (never played wc3 tankbattle). All heroes can capture outpost and kill so whats the hush about? thanks
Please explain in more detail what do they do. I still don't understand the concept (never played wc3 tankbattle). All heroes can capture outpost and kill so whats the hush about? thanks
Hi Maximus,
in wc3 Tankbattle you had normal Tanks and the Merchanttanks, which were able to get "Contracts" which tell them for example: Get from the Surviving scientist some Zergbloodsamples to the southern Outpost. Completing this will give him lets say 500 Minerals. Which was there to get faster Minerals and stuff, BUT you were also an easy Target for your enemys.
about the new Incomebalances: Had a game with 4vs2. When we had 3 Outposts and had an income of around 800 Minerals, I asked the other team how much they got, and they was like: 1500. That's just too much. It should be easier to win leaver games for team with leavers but this is just too much In my opinion.
OK so I think the Lasertank's Laser is too strong in the beginning. Especially if the one has a leaver and gets enough bonus for the team to buy the laser tank it rains dead tanks on the other team. So you to not feed them you don't engage but lose your outposts. Way to go.
Also, there seems to be a bug. It activated the laser automatically(!) on Zerg and other tanks on several occasions for me. And since you cannot move while shooting...well I think you probably get the point, I died.
OK so I think the Lasertank's Laser is too strong in the beginning. Especially if the one has a leaver and gets enough bonus for the team to buy the laser tank it rains dead tanks on the other team. So you to not feed them you don't engage but lose your outposts. Way to go.
Also, there seems to be a bug. It activated the laser automatically(!) on Zerg and other tanks on several occasions for me. And since you cannot move while shooting...well I think you probably get the point, I died.
As well I would please, to be able again to interupt the laser by running away. Last game I ran from northern Outpost back to the barracks but the laser wont stop.
@Zarruk: Go
@mOOhkOOh: Go
Tanklaser was counted as a weapon so it was possible to acitvate it by right-clicking a possible target. The "abort-range" was bugged since the beginning but I never really found out why. Tried to fix both both problems. Please report otherwise.
I dont have that much time in the next 2-3 month but I released at least a small fix moments ago.
Really really enjoyed this map. Have played it through several times in a row now.
In addition to the standard kudos (great fun, good diversity of enemies, interesting terrain layout, etc.), particularly like the range of weapons and vehicles.
Some requests:
1. Please allow friendly fire with buildings and units (layout problems when trying to drop Barracks, would like to be able to just destroy or 'pick up' buildings that are layed down).
2. Please allow mutliple levels of difficulty for AI: current AI is too easy, and the game is finished by the time I get to the best weapon/vehicle combos
3. Money Caches: would be great if there were random drops of energy/health/money
4. Zerg are a pushover: overall the balancing is a little too easy - in addition to providing varying levels of difficulty, try ratcheting up the AI harder.
Again - really great work, you should be pleased and proud of the work.
The thing with "friendly fire" is not that easy because there are no weapons in the concentional way that can be assigned to a single target (thats a core element of the game as you may noticed ;) ) But I see the problem and will think of a workaround. Though I cant tell you when it will come live because I can not investigate that much time atm.
What do you mean by "AI difficulty"? I mean.. there is no AI!? :) Would you precise your points regarding the AI and zerg difficulty? Dont really get your point. Do you think the Zerg are too easy? Which aspect of them?
Zarruk: don't think that is a good idea. From my experience more turrets for base defense is wasted money / feeding the enemy.
By the time you really need them you have lost already anyways, it's just a matter of time for the game to end.
Laser Tank range still bugged sometimes. And it seems a right click will interrupt the ability which is bad, because a) you might interrupt unintentionally by missclicking and b) you can make yourself move when the target got out of range of the laser or died.
The downside to the damage output of that ability should be that you are unable to move while the laser is active, no matter if the target died or broke the laser by running away.
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Hm... still too much damage after the patch yesterday?
Hi Fredy, I played with icons a bit. Let me know what you think. Some of them good or some of them needs some work on but I wanted to upload everything because if you like a concept i can refine it and make it better.
MINIGUN
GREEN LASER
BLUE LASER (just 2 at the moment)
UPGRADE BUTTON (elements can be added to all buttons that are upgradable)
Hey Freddy,
Its about getting faster Minerals then others by Outpost or killing. But the traders are even more bountied. Good games take about 1 hr, with that it could be a bit faster.
And what you say about the Protoss Idea? Since its no more possile to win if zerg rages you, what about a way to call Protoss as defenders?
@Zarruk: Go
Protoss are planned to be implemented. But I dont really know when.. :)
@Zarruk: Go
Please explain in more detail what do they do. I still don't understand the concept (never played wc3 tankbattle). All heroes can capture outpost and kill so whats the hush about? thanks
Great :)
Hi Maximus,
in wc3 Tankbattle you had normal Tanks and the Merchanttanks, which were able to get "Contracts" which tell them for example: Get from the Surviving scientist some Zergbloodsamples to the southern Outpost. Completing this will give him lets say 500 Minerals. Which was there to get faster Minerals and stuff, BUT you were also an easy Target for your enemys.
Hi Freddy,
about the new Incomebalances: Had a game with 4vs2. When we had 3 Outposts and had an income of around 800 Minerals, I asked the other team how much they got, and they was like: 1500. That's just too much. It should be easier to win leaver games for team with leavers but this is just too much In my opinion.
Please take a look again at this. Thx
What do you think about a Kickfunction?
OK so I think the Lasertank's Laser is too strong in the beginning. Especially if the one has a leaver and gets enough bonus for the team to buy the laser tank it rains dead tanks on the other team. So you to not feed them you don't engage but lose your outposts. Way to go.
Also, there seems to be a bug. It activated the laser automatically(!) on Zerg and other tanks on several occasions for me. And since you cannot move while shooting...well I think you probably get the point, I died.
As well I would please, to be able again to interupt the laser by running away. Last game I ran from northern Outpost back to the barracks but the laser wont stop.
Hi Freddy,
Southern Raiders have no "run out before game starts" so you can just run out b4 timer went to 0
Greez
@Zarruk: Go Should be fixed.
@Zarruk: Go @mOOhkOOh: Go Tanklaser was counted as a weapon so it was possible to acitvate it by right-clicking a possible target. The "abort-range" was bugged since the beginning but I never really found out why. Tried to fix both both problems. Please report otherwise.
I dont have that much time in the next 2-3 month but I released at least a small fix moments ago.
Will check it out. Thanks.
Really really enjoyed this map. Have played it through several times in a row now.
In addition to the standard kudos (great fun, good diversity of enemies, interesting terrain layout, etc.), particularly like the range of weapons and vehicles.
Some requests: 1. Please allow friendly fire with buildings and units (layout problems when trying to drop Barracks, would like to be able to just destroy or 'pick up' buildings that are layed down). 2. Please allow mutliple levels of difficulty for AI: current AI is too easy, and the game is finished by the time I get to the best weapon/vehicle combos 3. Money Caches: would be great if there were random drops of energy/health/money 4. Zerg are a pushover: overall the balancing is a little too easy - in addition to providing varying levels of difficulty, try ratcheting up the AI harder.
Again - really great work, you should be pleased and proud of the work.
II
thx for your feedback and your compliment. :)
The thing with "friendly fire" is not that easy because there are no weapons in the concentional way that can be assigned to a single target (thats a core element of the game as you may noticed ;) ) But I see the problem and will think of a workaround. Though I cant tell you when it will come live because I can not investigate that much time atm.
What do you mean by "AI difficulty"? I mean.. there is no AI!? :) Would you precise your points regarding the AI and zerg difficulty? Dont really get your point. Do you think the Zerg are too easy? Which aspect of them?
Question/Suggestion:
top is not able to build 4 turrets for center entrance because of 1 missing buildingspot, while bot can do this. Bug maybe?
Anyways Freddy, How about making it possible to increase the possibility to build more turrets for base defending? What do you think about this?
Zarruk: don't think that is a good idea. From my experience more turrets for base defense is wasted money / feeding the enemy. By the time you really need them you have lost already anyways, it's just a matter of time for the game to end.
Laser Tank range still bugged sometimes. And it seems a right click will interrupt the ability which is bad, because a) you might interrupt unintentionally by missclicking and b) you can make yourself move when the target got out of range of the laser or died. The downside to the damage output of that ability should be that you are unable to move while the laser is active, no matter if the target died or broke the laser by running away.