I love Fleet Assault, but it has so many fundamental problems.
1) Text. Wow, text everywhere. I recommend reducing it to the minimum amount needed to convey each weapon's point.
2) Useless weapons. I'm not going to buy a Machine Gun when I can afford an Autocannon. This rule really ruins half the equipment, especially the defensive stuff. I really recommend removing 90% of the weapons, and making the remaining 10% upgradeable into the 90% you removed. This slashes redundancy completely and makes the shop UI less of a train wreck.
3) Carrier equipment. Not sure why you changed these from having a build time to being a long cd weapon, but it sucks. Recommend separating them from the inventory entirely and just allow players to purchase ships. Capships will rebuild them, while squads add the bought ship to their formation (the bought ones don't get inventories).
4) The dreadnaught's speed is a joke. Twice I got as far as a dreadnaught, and both times I just had to leave the game out of boredom. It takes 4 minutes to travel from base to base. Insane. No endgame squad ship. Not a huge issue but rather sucks that the only endgame ship is the slugnaught.
5) Lack of feedback on YOUR weapon hits. I'm really clueless as to when I've scored a hit vs when I miss vs when an ally hits. Recommend some feedback, perhaps a damage number?
6) Income is completely random. There's so many npcs and shots fired that landing the killing blow is really just down to chance. Recommend some area or contribution based income.
The wave which fills the map with creep is broken. Mobs aren't spawned.
+ WarShips
I miss some cliffs, rocks, coral reefs that would make the terrain not been so plain. I want to be able to escape from my enemies by dodging the obstacles in my way out.
This map is ideal for a football waterpolo mode. Right now, ships are able to push objects in their way. You can make it so players have to push a buoy and bring it to their base in order to sum a point.
Ships are too big. You could make all tower weapons only take up a 1x1 cell, including ultimate ones. This way, you would have enough free cells in your ship without having to make ships so big.
I love Fleet Assault, but it has so many fundamental problems.
1) Text. Wow, text everywhere. I recommend reducing it to the minimum amount needed to convey each weapon's point.
2) Useless weapons. I'm not going to buy a Machine Gun when I can afford an Autocannon. This rule really ruins half the equipment, especially the defensive stuff. I really recommend removing 90% of the weapons, and making the remaining 10% upgradeable into the 90% you removed. This slashes redundancy completely and makes the shop UI less of a train wreck.
3) Carrier equipment. Not sure why you changed these from having a build time to being a long cd weapon, but it sucks. Recommend separating them from the inventory entirely and just allow players to purchase ships. Capships will rebuild them, while squads add the bought ship to their formation (the bought ones don't get inventories).
4) The dreadnaught's speed is a joke. Twice I got as far as a dreadnaught, and both times I just had to leave the game out of boredom. It takes 4 minutes to travel from base to base. Insane. No endgame squad ship. Not a huge issue but rather sucks that the only endgame ship is the slugnaught.
5) Lack of feedback on YOUR weapon hits. I'm really clueless as to when I've scored a hit vs when I miss vs when an ally hits. Recommend some feedback, perhaps a damage number?
6) Income is completely random. There's so many npcs and shots fired that landing the killing blow is really just down to chance. Recommend some area or contribution based income.
Just my thoughts.
Thanks for your feedback. Appreciate it. Now let's clarify some stuff first:
1) You're referring to the weapon stats? That's as concise as i can make it. How would you suggest cutting it down further? And the "bar graph" was added because it was what the players wanted.
2) Yea i have received several similar feedback about this. I'll see what i can do but i'm just having emotional attachments to most of the weapons. xD The other problem with this suggestion is that the weapon system might not be able to pull off an upgradable weapon. I'll have to think through it first.
By defensive stuff, did you mean equipment or the "defensive" weapons?
EDIT: Actually, to be honest, the only useless weapon i can see is the Machine Guns. The rest are still being used and have a purpose for them. Also, the whole idea is to have cheaper weapons serve as a "placeholder" that you can swap out for stronger weapons when you can afford them.
3) The problem with the original Carrier system was that it caused massive lag as players liked to spam and hoard the squadrons. And the reason why i don't want them separated from the inventory is because the whole idea is for players to decide how they want to manage their inventory and what they want equipped. Again, I also want to avoid having units accompanying the ship in a "formation" due to lag concerns.
4) The whole idea of a dreadnaught is for it to be a massive tank. Also, there are known "speednaught" builds where you chunk in a couple of supercharged engines to make it really fast. Have you seen a dreadnaught faster than a fighter? I have. Also, the Dreadnaught is the not the best ship in a game. I can rape dreadnaughts with squadrons and even my maxed out Frigate. As for end-game fighters, the reason why we don't have them is because i ran out of models for them. I'm currently just waiting for HotS so i can start making the classes i have planned out here: http://brokenalliances.com/forums/showthread.php?10765-Upcoming-New-Ship-Classes
EDIT: It doesn't take 4 minutes to get from base to base lol. There's a reason why you have "Hyperspace Jump" ability and the "Power to Engines" ability.
5) This i can definitely try and do. Only thing i'm worried about is whether it may add to the lag in-game. Something i rather not have added. lol
6) I disagree with this. With practice there's actually ways for you to secure farming kills. Also it depends entirely on what weapons you equip. Some weapons farm better than others, that's all. However, i'll still accept any suggestions to make this better. =D
I miss some cliffs, rocks, coral reefs that would make the terrain not been so plain. I want to be able to escape from my enemies by dodging the obstacles in my way out.
I agree. I'm leaving aesthetics until later though. The map is pretty new.
This map is ideal for a football waterpolo mode. Right now, ships are able to push objects in their way. You can make it so players have to push a buoy and bring it to their base in order to sum a point.
Well from what I've seen, the game seems to be very much "capture the flag" right now, where the flag is gold minerals. It's certainly an interesting concept though, and I do plan to add alternate modes such as 2v2v2 and FFA. Might never get played but hey, I love FFA and it's my map so fuck yeah.
Ships are too big. You could make all tower weapons only take up a 1x1 cell, including ultimate ones. This way, you would have enough free cells in your ship without having to make ships so big.
I fully agree. Scaling is something I'm working on. Making everything 1x1 and reducing ship size is certainly an option. Right now I'm thinking of making the 1x1 hardpoints into 2x2 and adjusting their stats to compensate. Though 1x1 hardpoints for all really simplifies the internal calculations which is a definite plus.
Just played "Moonlords" with 2 friends and it was fun :) Each player controls a hero and idea is to destroy Zerg structures and prevent Zerg units from spawning this way. At the same time units spawn for your team.
Same idea as in campaign map where you control Tosh and non-controlllable Terrans are attacking.
Just played "Moonlords" with 2 friends and it was fun :) Each player controls a hero and idea is to destroy Zerg structures and prevent Zerg units from spawning this way. At the same time units spawn for your team.
Same idea as in campaign map where you control Tosh and non-controlllable Terrans are attacking.
This game seems to be no longer in the fun or not list, so I can't test it to get more accurate ratings.
+ SmashCraft
Everytime when I play this game, half the people leaves at the beggining. I think players are being dropped at the start.
When you play 1v2 because the other players have been dropped, the team with an only player has nothing to do against the other team. You should add some kind of compensation to balance uneven teams.
I hate the voice that says "Play". It's like having some irritating little girl shouting at your ears.
Heroes have too much life points and it makes battles last for too long.
I feel there is no objective in this game but just killing the heroes in the other team. I'd suggest adding some Capture the Flag or Double Domination modes.
+ Apocalypse Zombie
+ Zerg Contamination
+ Plan C
+ Warships
When you have 2 newbies in your team, you have nothing to do to win the battle. I could say the game is decided in the first 5 min. The team which controls the rich minerals and gets to destroy the scvs from the other team during the first 3 min, have already won the game.
+ Squadron Tower Defense
+ Mastery of War
+ Hero Attack
+ Freax Tower Wars
+ Malum Ruina EU
Objetives lack some basic information, like where can you find the main computer, or how do you open gates.
+ Catalyst: War Machines (BETA)
+ Fleet Assault
When many player in a team leave the game, their team mates will get too much money and will easily ownage.
Most of the weapons shoot in random directions, hitting no units. This makes these weapons useless against single units.
i have played the game but i don't play often due to a crappy computer but the shooting angled are not random its just that most weapons are ungiuded hence my favoring insta hit or splash damage based weapons, and some weapons like Tri mac cannon and the shot cannon (the one that shoots tuns of auto cannon shpts at once) have spread shots and not all of them will travel alone the centre line to the target.
and killdar on the side note of models for ships here is a list of possible models you have not used
probe
scv
cinamatic battle cruiser
void ray regular
dark voidray
arcade battle cruiser
dimond back
hercules dropship
terra tron
obsever
When you have 2 newbies in your team, you have nothing to do to win the battle. I could say the game is decided in the first 5 min. The team which controls the rich minerals and gets to destroy the scvs from the other team during the first 3 min, have already won the game.
I concur. Any suggestions? I want the income to remain under total player control. I was thinking of just removing the gold mineral field entirely (so there would be 4 fields total), though I'm open to other ideas.
i have played the game but i don't play often due to a crappy computer but the shooting angled are not random its just that most weapons are ungiuded hence my favoring insta hit or splash damage based weapons, and some weapons like Tri mac cannon and the shot cannon (the one that shoots tuns of auto cannon shpts at once) have spread shots and not all of them will travel alone the centre line to the target.
and killdar on the side note of models for ships here is a list of possible models you have not used
probe scv cinamatic battle cruiser void ray regular dark voidray arcade battle cruiser dimond back hercules dropship terra tron obsever
hope this helps
the probe/scv/observer units have already been used for non-hero ships. The battlecruiser models look the same so there's no point using the other variations(except the pirate battlecruiser). Terra-tron/voidray are already allocated for the new classes but i don't have the protoss/terran counter-parts for them. Hercules has already been used for the IEF Cruiser. Diamondback isn't a ship so don't bother mentioning it.
What about structures? Plenty of terran ones fly, and a few protoss. Could be a new brand of "station" class ships that other players can refit/buy stuff at in the field.
I concur. Any suggestions? I want the income to remain under total player control. I was thinking of just removing the gold mineral field entirely (so there would be 4 fields total), though I'm open to other ideas.
With the whole thing arranged in a circle. No golds.
Will try it when I've finished the zerg ship.
Removing rich minerals should work. Also, I loved being able to push minerals. Why did you removed it?
+ Dia blo - Mortal Round
+ Bomberbot
+ StarHammer 40k - Burning Chapel:
The game is quite imbalanced. Tech tree evolves in such an exponential way that higher tier units will ownage your lower tier army, no matter how big it is. It should be more linear.
+ Runecraft:
Mutalisks are op. I started making 1 zergling, then 2 tomatoeings, then started making hidralisks, even before my opponents got their mutalisk. But my hidralisk got easily owned.
Units accumulates too much. Timed life should fix it.
The last match we played was too imbalanced. You should fix your cheats not being so noticeable. :P
Achievements and shop items are awesome. But I think I had too much points I could almost buy everything in the shop. It should be more expensive.
Mutalisks are op. I started making 1 zergling, then 2 tomatoeings, then started making hidralisks, even before my opponents got their mutalisk. But my hidralisk got easily owned.
Units accumulates too much. Timed life should fix it.
The last match we played was too imbalanced. You should fix your cheats not being so noticeable. :P
Achievements and shop items are awesome. But I think I had too much points I could almost buy everything in the shop. It should be more expensive.
Now that I have a working AI (At least locally), I can test the mutalisk issue better. Generally mutalisks are only good in really large flocks. Hydras are good counters to all air, but marines might be better in some situations. It could also be the case of mutalisks not being overpowered but hydras overpriced. I'll do some thorough testing tomorrow.
I have a timed life already (The first 3/4 of it are hidden), but it definitely is too long. I'll look into lower values and see how games would work out then.
What cheats? You mean the statue stuff and Kill All Units and GIve Money stuff? Apart from the statues, those are all sort of debug cheats, in case I need to test something specific. I used those cheats in those games because a bug made our mages uncommandable and the match was already ruined :P Usually I never cheat, but I think spells may still be a bit too good, so it might seem that way ;)
Currently the entire shop takes roughly 174k points I think. Items are fairly expensive (It takes around 5 average matches to get the colossus skin for example), and I've made pets even more expensive recently. I'm definitely considering increasing the prices again though, and wiping the current shop from the banks (The way its set up, its very easy to refund and delete everything.) if I make big price changes. I also had 4 items (2 pets and 2 units I picked randomly) on about a 50% discount today (Home page of shop shows discounts, I try to change them weekly)
Thanks a lot for the feedback :) Sorry that todays version was so horribly bugged.
Also, did you use any of the pets, and any comments on them? And how do you like the custom button art?
the probe/scv/observer units have already been used for non-hero ships. The battlecruiser models look the same so there's no point using the other variations(except the pirate battlecruiser). Terra-tron/voidray are already allocated for the new classes but i don't have the protoss/terran counter-parts for them. Hercules has already been used for the IEF Cruiser. Diamondback isn't a ship so don't bother mentioning it.
Im talking about the cinamatic model ie. from escape from mar sara cut scene i think it is clasified under one of the cinamatic assets it does not include a death animation but im sure you could come up with something
I love Fleet Assault, but it has so many fundamental problems.
1) Text. Wow, text everywhere. I recommend reducing it to the minimum amount needed to convey each weapon's point.
2) Useless weapons. I'm not going to buy a Machine Gun when I can afford an Autocannon. This rule really ruins half the equipment, especially the defensive stuff. I really recommend removing 90% of the weapons, and making the remaining 10% upgradeable into the 90% you removed. This slashes redundancy completely and makes the shop UI less of a train wreck.
3) Carrier equipment. Not sure why you changed these from having a build time to being a long cd weapon, but it sucks. Recommend separating them from the inventory entirely and just allow players to purchase ships. Capships will rebuild them, while squads add the bought ship to their formation (the bought ones don't get inventories).
4) The dreadnaught's speed is a joke. Twice I got as far as a dreadnaught, and both times I just had to leave the game out of boredom. It takes 4 minutes to travel from base to base. Insane. No endgame squad ship. Not a huge issue but rather sucks that the only endgame ship is the slugnaught.
5) Lack of feedback on YOUR weapon hits. I'm really clueless as to when I've scored a hit vs when I miss vs when an ally hits. Recommend some feedback, perhaps a damage number?
6) Income is completely random. There's so many npcs and shots fired that landing the killing blow is really just down to chance. Recommend some area or contribution based income.
Just my thoughts.
+ Ostrov TD
+ WarShips
footballwaterpolo mode. Right now, ships are able to push objects in their way. You can make it so players have to push a buoy and bring it to their base in order to sum a point.+ BomberBot
nvm... i need about 2 more days... lol MAJOR BUG
Thanks for your feedback. Appreciate it. Now let's clarify some stuff first:
1) You're referring to the weapon stats? That's as concise as i can make it. How would you suggest cutting it down further? And the "bar graph" was added because it was what the players wanted.
2) Yea i have received several similar feedback about this. I'll see what i can do but i'm just having emotional attachments to most of the weapons. xD The other problem with this suggestion is that the weapon system might not be able to pull off an upgradable weapon. I'll have to think through it first.
By defensive stuff, did you mean equipment or the "defensive" weapons?
EDIT: Actually, to be honest, the only useless weapon i can see is the Machine Guns. The rest are still being used and have a purpose for them. Also, the whole idea is to have cheaper weapons serve as a "placeholder" that you can swap out for stronger weapons when you can afford them.
3) The problem with the original Carrier system was that it caused massive lag as players liked to spam and hoard the squadrons. And the reason why i don't want them separated from the inventory is because the whole idea is for players to decide how they want to manage their inventory and what they want equipped. Again, I also want to avoid having units accompanying the ship in a "formation" due to lag concerns.
4) The whole idea of a dreadnaught is for it to be a massive tank. Also, there are known "speednaught" builds where you chunk in a couple of supercharged engines to make it really fast. Have you seen a dreadnaught faster than a fighter? I have. Also, the Dreadnaught is the not the best ship in a game. I can rape dreadnaughts with squadrons and even my maxed out Frigate. As for end-game fighters, the reason why we don't have them is because i ran out of models for them. I'm currently just waiting for HotS so i can start making the classes i have planned out here: http://brokenalliances.com/forums/showthread.php?10765-Upcoming-New-Ship-Classes
EDIT: It doesn't take 4 minutes to get from base to base lol. There's a reason why you have "Hyperspace Jump" ability and the "Power to Engines" ability.
5) This i can definitely try and do. Only thing i'm worried about is whether it may add to the lag in-game. Something i rather not have added. lol
6) I disagree with this. With practice there's actually ways for you to secure farming kills. Also it depends entirely on what weapons you equip. Some weapons farm better than others, that's all. However, i'll still accept any suggestions to make this better. =D
I agree. I'm leaving aesthetics until later though. The map is pretty new.
Well from what I've seen, the game seems to be very much "capture the flag" right now, where the flag is gold minerals. It's certainly an interesting concept though, and I do plan to add alternate modes such as 2v2v2 and FFA. Might never get played but hey, I love FFA and it's my map so fuck yeah.
I fully agree. Scaling is something I'm working on. Making everything 1x1 and reducing ship size is certainly an option. Right now I'm thinking of making the 1x1 hardpoints into 2x2 and adjusting their stats to compensate. Though 1x1 hardpoints for all really simplifies the internal calculations which is a definite plus.
@Kildare88: Go
I'll reply to you in your thread to dodge the derails for now.
@Eiviyn: Go
Err wait which thread u referring to?
+ Catalyst: CityScape
+ Fatty Fight
+ Galaxy Vampirism
+ The Final Frontier
+ WarShips
+ Malum Ruina
+ Mastery of War
+ Ostrov TD
+ WinterMaul: The Remake
+ Fleet Assault
+ Baneling Run!
+ RiverClash
+ Star Strikers
Just played "Moonlords" with 2 friends and it was fun :) Each player controls a hero and idea is to destroy Zerg structures and prevent Zerg units from spawning this way. At the same time units spawn for your team.
Same idea as in campaign map where you control Tosh and non-controlllable Terrans are attacking.
This game seems to be no longer in the fun or not list, so I can't test it to get more accurate ratings.
+ SmashCraft
+ Apocalypse Zombie
+ Zerg Contamination
+ Plan C
+ Warships
+ Squadron Tower Defense
+ Mastery of War
+ Hero Attack
+ Freax Tower Wars
+ Malum Ruina EU
+ Catalyst: War Machines (BETA)
+ Fleet Assault
@IliIilI: Go
What do you mean by "random directions"? They shoot randomly along a specified "arc", but they'll still hit if you aim/time it right.
i have played the game but i don't play often due to a crappy computer but the shooting angled are not random its just that most weapons are ungiuded hence my favoring insta hit or splash damage based weapons, and some weapons like Tri mac cannon and the shot cannon (the one that shoots tuns of auto cannon shpts at once) have spread shots and not all of them will travel alone the centre line to the target.
and killdar on the side note of models for ships here is a list of possible models you have not used
probe scv cinamatic battle cruiser void ray regular dark voidray arcade battle cruiser dimond back hercules dropship terra tron obsever
hope this helps
I concur. Any suggestions? I want the income to remain under total player control. I was thinking of just removing the gold mineral field entirely (so there would be 4 fields total), though I'm open to other ideas.
I'm thinking this;
http://i.imgur.com/Zqy73.jpg
With the whole thing arranged in a circle. No golds.
Will try it when I've finished the zerg ship.
the probe/scv/observer units have already been used for non-hero ships. The battlecruiser models look the same so there's no point using the other variations(except the pirate battlecruiser). Terra-tron/voidray are already allocated for the new classes but i don't have the protoss/terran counter-parts for them. Hercules has already been used for the IEF Cruiser. Diamondback isn't a ship so don't bother mentioning it.
What about structures? Plenty of terran ones fly, and a few protoss. Could be a new brand of "station" class ships that other players can refit/buy stuff at in the field.
Most missiles target a point instead of an unit. This causes them being useless when you are fighting a single enemy which is constantly moving.
Removing rich minerals should work. Also, I loved being able to push minerals. Why did you removed it?
+ Dia blo - Mortal Round
+ Bomberbot
+ StarHammer 40k - Burning Chapel:
+ Runecraft:
I think the low prices are for test purposes. The shop was added not too long ago.
Now that I have a working AI (At least locally), I can test the mutalisk issue better. Generally mutalisks are only good in really large flocks. Hydras are good counters to all air, but marines might be better in some situations. It could also be the case of mutalisks not being overpowered but hydras overpriced. I'll do some thorough testing tomorrow.
I have a timed life already (The first 3/4 of it are hidden), but it definitely is too long. I'll look into lower values and see how games would work out then.
What cheats? You mean the statue stuff and Kill All Units and GIve Money stuff? Apart from the statues, those are all sort of debug cheats, in case I need to test something specific. I used those cheats in those games because a bug made our mages uncommandable and the match was already ruined :P Usually I never cheat, but I think spells may still be a bit too good, so it might seem that way ;)
Currently the entire shop takes roughly 174k points I think. Items are fairly expensive (It takes around 5 average matches to get the colossus skin for example), and I've made pets even more expensive recently. I'm definitely considering increasing the prices again though, and wiping the current shop from the banks (The way its set up, its very easy to refund and delete everything.) if I make big price changes. I also had 4 items (2 pets and 2 units I picked randomly) on about a 50% discount today (Home page of shop shows discounts, I try to change them weekly)
Thanks a lot for the feedback :) Sorry that todays version was so horribly bugged.
Also, did you use any of the pets, and any comments on them? And how do you like the custom button art?
Done.
Im talking about the cinamatic model ie. from escape from mar sara cut scene i think it is clasified under one of the cinamatic assets it does not include a death animation but im sure you could come up with something
You should rate Mini Chop Farms :D if you can ever get at least 6 people...