Before I respond to all this excellent feedback, if any has any battles they want to show me to demonstrate problems, things that are working well, or just so I have a few to watch, please send me your multiplayer.rec files!
Also, how does the general income rate of the official rulesets feel? Setting map income at 1/4 max fleet value per minute was basically a wild guess. 😉
Also, how about the 10 minute time limit? Are you finding that most battles end by capping all points or by timer?
Nordwolf Need share credits between team members ASAP, so different people can focus on different things, but not only that it would also allow people to spawn bigger ships in sequence, instead of each waiting for their half becoming bigger, I generally feel like this would be one of the more important aspects of this gamemode.
Haha, I actually had shared credits half-working but then dropped it because it seemed weird. But it's not hard to do, so I'll add it back.
Nordwolf Small ships are too fast at capping points, I strongly suggest having capping speed related to the total cost of ships at the point, perhaps weighted a bit towards smaller ships (?) if you really want small ships to be decent at capping
Are small ships too good at capping uncontested points, too good at contesting enemy points, or both?
Nordwolf Really big one - not having about 10-15 seconds after you have met your losing condition (enemy capturing all points) is really frustrating because it's fairly easy to lose points right now if you are engaged in a fight and some small ship goes in to cap it (should be a bit better with weighted capping speed)
I feel like proper balancing of capping speed would solve this, no? Victory is a big reason why it takes a bit of time to cap points. I really think its most intuitive to have victory happen immediately, so I'd prefer to keep that. Also, I'm planning to have sound alerts when a point you own is getting capped, which should hopefully give more heads up that you're about to lose.
SpaceCat Also wondered how it woudl play out on a map with just one big control-point-circle.
My guess is that would not be very interesting.
SpaceCat Arena: to be terribly honest i would not mind if it woudl be dropped or changed completely - i never liked it.
I think it's still probably the best casual FFA mode, but for competitive I agree. Domination would probably work fine too 1v1v1 or 1v1v1v1 with appropriate map setups?
SpaceCat "Home" zones: could the spawning zones for ships be larger and act like ring of death to enemy players?
Or alternatively be save zones where attacking ships is not possible either by disabling weapons or beeing an impenetratable shield bubble.
i think I like the RoD-style damage the best, it's the most consistent with the other modes.
SpaceCat Would be very carefull with that. Small ships are weaker allready - because they are - well small.
Yes they where sucecssfull but mostly due to us not knowing that smallships have a role again!
Nordwolf Besides it's really annoying that a 50k ship can hold down control points easily and then just run away when a bigger ship is coming.
What if it worked like this:
- To contest a point and turn it neutral, you have to have more ships (by total cost) than the opponent.
- To capture a point, you have to eliminate all enemy ships within the point.
That way you can still use small ships to capture unguarded enemy points at good speed, forcing them to guard their points (which I think is a good thing), but means that a tiny ship can't just fly around contesting a point to make sure the enemy doesn't get money.
The problem with making cap speed based on ship value is that then point capping is really slow at the beginning of battle, which is probably when it should be fastest.
SpaceCat Also having this behaviour exclusively to only one gamemode would be confusing.
Yep I agree, that's my main issue with this behavior. Also, not showing blips means you can't do some strategies like making decoy fleets and such. But not showing the radar blips means you can surprise attacks and such, which seems cool and makes sensors more useful.
SpaceCat Here is the idea: Since the sensor array is very underused its secondary function could be showing ships positions in fog of war - in any gamemode!
In Bounty Hunter it's really important to be able to see the positions of enemy ships at all times so you know where to go to have fun and not waste time wandering looking for something to fight. In Creative it's mostly just convenience, though you can always set yourself to "All Players" so not a big deal. In Elimination and Arena currently I think it's better to see enemy positions at all times for much the same reason as BH, at least until there's terrain to make hide & seek more interesting.
Which makes the Sensor Array able to reveal enemy positions in the FoW in Domination the outlier case, and generally I'd prefer it be consistent with the other modes.
SpaceCat I also always thought sensor arrays should be stackable to extend radar range (originally vera's idea).
Yeah I've been meaning to do this for a while, maybe Domination is a good excuse to finally do it!
SpaceCat (Compeditve tourney ships will most likely always be radarless - because toruneys with FOW will not work out for obv reasons. Also no idea how to change that.)
Unless the streams were time-delayed a couple minutes.