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 PornServer gameplay changes 
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Post PornServer gameplay changes
So, I just played PornServer's gameplay changes. It looks like it's Madcat, draft 5. Here are my thoughts, in basically random order.

- To advance a stage you must get a number of credits. That target is constantly increasing, so you have to work efficiently.


Overall, I like this change. It makes more sense to me than the kills-based system, and makes games of 5 on 15 possible since the smaller team may go up a stage faster (MAY) but even if they do, a couple of kills of high-credit targets gets the other team caught up.

Human turrets have a spinup time and slower turning radius

This one isn't terrible. It allows the aliens to throw themselves at the human base more effectively. The problem is, it makes it so that unless you have dedicated defenders, a single player with 9 evos can totally decimate a base. This, combined with the next item is really bad

You have about 250 build points, but those must be spread out

This is an interesting idea, but poorly executed on draft 5. First off, as a builder you don't know how many build points you have in the current area, which is essential to building well. In fact, you only have a vague idea of where the current area is based on your knowledge of the repeater positions. This could be mitigated by huge UI changes - a display of total BP, a display of local BP, and a display of where the nearest power is and how close you are to it so that you can better gauge what area you're in. Currently, the system leaves the humans wide open because their main base is severely limited in build points, their turrets aren't nearly as effective as they once were, and humans are encouraged to have many distant bases. This leads to many games being ended by a single player eating the RC with ease.

Aliens only regenerate on creep
Good system, works well

Humans have FF on buildables
This is, again, usually a good idea. The problem comes in that the damage from human fire needs to be scaled back. Heavily. See, if a rant charges the human base and strafes while attacking, it can destroy lots of stuff. Meanwhile, the humans have two options - stand on the turrets and shoot at it, which is a good way to get killed, or jump down and get behind the rant (a standard tactic for more advanced players) and shoot at their own buildings. And the tyrant. Hopefully. If you have a weapon that does enough damage to kill a tyrant, you will likely obliterate your own base. This leads to a scenario in which the aliens need only attack with a serial line of rants and they will win easily. Each rant may only kill a single turret or two, but they will help damage (via friendly fire) just about everything else.

Final Thoughts
Most of the gameplay changes work. VoIP is really necessary to make the game playable for humans, as they have to work together even more to coordinate remote bases. But, overall, the humans are required to have dedicated defenders and dedicated building repairers, which weakens them too much. The game seems much more action-packed and exciting, and it's much easier to see who is contributing credits and advancements to the team, but it's very annoying to have your base so easily eaten. Am I speaking from the experience of having just lost several games on the humans? Yes. But...still. C'mon.


Fri Oct 10, 2008 7:22 pm
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Joined: Tue Oct 28, 2008 7:36 pm
Posts: 31
Post Re: PornServer gameplay changes
STFU-Ender wrote:

- To advance a stage you must get a number of credits. That target is constantly increasing, so you have to work efficiently.


Overall, I like this change. It makes more sense to me than the kills-based system, and makes games of 5 on 15 possible since the smaller team may go up a stage faster (MAY) but even if they do, a couple of kills of high-credit targets gets the other team caught up.


i think that we must have more credit between each stage cause the game is to fast beetween s2 and S3...
also i think we may decrease the snipe of the goon+ cause with 2 snipe you kill a turret and give 250 credits to aliens.
we must equilibrate more for this "credit-stage"

STFU-Ender wrote:
Human turrets have a spinup time and slower turning radius

This one isn't terrible. It allows the aliens to throw themselves at the human base more effectively. The problem is, it makes it so that unless you have dedicated defenders, a single player with 9 evos can totally decimate a base. This, combined with the next item is really bad


could we make them a little bit speeder?


Tue Oct 28, 2008 7:43 pm
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Joined: Fri Oct 31, 2008 7:54 am
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Location: Bielefeld, Germany
Post Re: PornServer gameplay changes
frog wrote:
could we make them a little bit speeder?


Build a DC, it reduces the spinup from 750ms to 600ms. Also note that the damage of the turrets has been *doubled* compared to the 1.1.0 turrets (and they have 33% more range), so once they start firing they really hurt.

I think the buildpoint system is a good idea, but the distribution of points needs some tweaking. Having only 100bp at the RC and 50bp per repeater means that you have to distribute your BP into the base + 4 outposts, each of them being relatively weak. I propose to increase the BPs so that you have 1 base + 2 outposts, like 150/75/75 bp.


Fri Oct 31, 2008 9:21 am
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Post Re: PornServer gameplay changes
I agree, more BP per area would help.

I think another good question would be, do we want to encourage outposts?

-Ender


Fri Oct 31, 2008 1:32 pm
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Post Re: PornServer gameplay changes
Sure.

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Fri Oct 31, 2008 2:30 pm
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