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  • Originally posted by gdugwyler View Post
    Someone told me today "lagout doesn't work," but I was able to use it myself. I did notice that the bot seems to sometimes spec you between shipchanges for some reason, but this is a new development, from what I understand. I'll take a look at that and lagout, and try to fix the shipchange limit.

    Caps: Caps of this nature are pretty standard. I'm not sure who you're killing with your rank 40 Levi, but at least half the people playing at any given time are above rank 20. Maybe you have a bad build, or just aren't very good with the ship yet? I'd like to know what other people think about the caps, if they've had problems, etc.
    I think you are already aware of this but every time someone tries to shipchange when still rearming they get specced (unless that has been fixed recently). The rank caps can be a bit frustrating for a high level ship with bombs because the TK penalty is so much higher than the RP you get from low level kills. Especially sharks give a lot of negative RP since they give extra negative RP from being a support ship and they are always suiciding on the front line so they keep dying to my Jav.

    The new kind of flagroom, where the flag wall is closer to the other walls, has an advantage and a disadvantage. The advantage is that it is harder to attack the base now which was probably to intention of the change. The disadvantage is that ships like the Jav has an even harder time to find a decent spot to bomb without TKing people. Also, the battles tend to take a very long time nowadays and this naturally makes them even longer. I am kind of neutral towards this change though so I don't know if it should be changed back or not.

    I noticed you say something about changing the RP that people are going to get from winning a battle. You said that it could be dependant on the combined ranks of the teams and that is a fine idea. I don't know how it currently works but it could give you RP having your ship's rank as one criteria. That way everyone would get their own amount. I also think the victory awards are not big enough for fighter ships and on the other hand the award is huge for the levi (being a support ship) even though it can get as much kills as any other ship.

    One more thing: I think the weasel is really weak. I haven't played it for a long time now but I tried it again yesterday and it was just plain boring. It is even a pain to kill a lvl 20 terrier with a level 46 weasel and naturally I get low rank cap from a kill like that so it isn't very rewarding either. I have also heard several other weasels complain about the ship. Too bad, we can't test the new cheaper energy costs yet because that might help out a bit (currently 6/14 energy level costs 30 UPs..). For some reason, I don't think that will be enough though, especially since all the other ships will have cheaper costs too. The rocket timer is too short as well.

    Comment


    • I agree that the rocket's time could be upped a bit.

      As for rank caps, they make a lot of sense. It's easy to kill low ranked ships, so go for a challenge, plus it sorta stops feeding of others.

      High rank kills are annoying, if i can kill a lvl 40+ ship, give me all the glory! but i can see how this might level the playing field too much.

      If you keep getting these caps, and they actually annoy you, just switch ships!!? If you like the one ship so much, does it really matter how many points you get per kill? I wonder how many of these people complaining about not getting any points for low rank kills have balanced their hangar? not that i'm saying it's bad to play just one ship a lot and be good at it, but i dont think that's the point of distension. And if you're so bad ass that you have 8 level 20+ ships: maybe take a break, let the others catch up to you, and it will be fun again.
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      .fff/fffffff.ffffffff\
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      Comment


      • Originally posted by DankNuggets View Post
        I agree that the rocket's time could be upped a bit.

        As for rank caps, they make a lot of sense. It's easy to kill low ranked ships, so go for a challenge, plus it sorta stops feeding of others.

        High rank kills are annoying, if i can kill a lvl 40+ ship, give me all the glory! but i can see how this might level the playing field too much.

        If you keep getting these caps, and they actually annoy you, just switch ships!!? If you like the one ship so much, does it really matter how many points you get per kill? I wonder how many of these people complaining about not getting any points for low rank kills have balanced their hangar? not that i'm saying it's bad to play just one ship a lot and be good at it, but i dont think that's the point of distension. And if you're so bad ass that you have 8 level 20+ ships: maybe take a break, let the others catch up to you, and it will be fun again.
        I do have 8 level 20+ ships. Since the tests are so short and they are only done on weekdays I don't really wanna miss any of them. It's also true that the rank caps are there for a reason. I am just just trying to explain how I feel about different things while playing and the rank cap happened to be one of the things that were kind of annoying when playing as a ship that gets a lot of TKs since the TKs cost A LOT. It is necessary to have some kind of rank caps anyway so I am not advocating a big change but maybe some balancing.

        Comment


        • I just think the participation penalty for switching ships should be abandoned for the beta altogether, it inhibits testing more than it 'rewards perserverance' or whatever it's supposed to do. I'm all for seeing it in the real release.. and I think it's good how it is, that if you switch to a support ship you keep participation.. but I don't really think it's a good thing to have right now, I just don't see the advantage of keeping this setting for the BETA. If this isn't doable, maybe can we have 3-4 free ship switches per battle/war? It's just prolonging the testing, I think, if people are discouraged to switch to new ships in the first place.

          Comment


          • Changes:
            • Killed low rank caps. After seriously thinking about them I couldn't see a real point. Lower ranked players give a much lower amount of RP. It just doesn't add much on to the high ranker's stack. High rank caps are still in place, however, as earning full ranks off of large ships at the lower ranks kills the fun. Actually ...
            • Now you can't earn more than 25% of your rank from any kill. It might be tougher for newer players this way during, but I think we'll have enough random players filtering in during public release that it won't be an issue. This should give new players a bit more of a sense of accomplishment when they rank up.
            • Participation: Aqua, at first I was going to give the reason I'd had for participation being killed by changing ships: that you could play most of a round in one ship, then change to a lower ship just before a win and gain all sorts of RP. Then I got to thinking, well, it's not very abusable if the shipchange is free while you only have one flag. Furthermore, the amount you gain for a round win is in direct proportion to your rank (also in response to Mjoll's post -- this's the way it's always been; the averages you see at the round end screen are just that, averages). This may not be permanent, but I would like to give it a shot to see if it works. I don't think there are many cases in which it can be abused all that badly. We'll see.
            • Levi was made a support ship before the huge recharge buff. Now I think it's more than capable of handling itself.
            • I'm (possibly temporarily) making the Weasel a support ship, as a crutch, and as a motivation for people to play the ship. The reason is that generally they're a somewhat weaker ship than the fighting ships, and they're able to perform special operations such as taking out terrs, stealing a flag, and so on. Personally I've been playing a low-level weasel and with the rocket haven't had much difficulty getting quite a few kills with it on players above my level; of course it still doesn't compare to how well a WB or Spider can do. We'll have to see how it goes and work from there. An energy increase might be needed, but I'd like to see it become more maneuverable or able to fire more rather than go that route.
            • As another initiative to encourage Weasel playing (and possibly reduce the length of matches), I've changed the amount of time required to break or establish a hold on a sector from 10 seconds to 6. This is still a decent amount of time -- enough so that either the enemy has to be caught somewhat unawares, or one team has to have a minor hold... just not so much that it makes it a true pain in the ass. The recent flagroom changes I realize will still make flag capping more difficult, but I also hope that it increases the skill required to enter and take a base, and will put more emphasis on mid-room defense. At present, the strategy is to wait in FR for the enemy, something that may eventually lead to rather monotonous play... any ideas to mix this up a bit are welcome.
            • Spiders can now get L3 guns ... at level 75. This represents a change toward making all ships able to achieve great things in later ranks. The Lanc will definitely be seeing additions of the 5 basic upgrades as a result of this decision.
            • Spider Infinite Energy Stream percentage chance reduced from 10% per level to 9%.
            • Lancaster Special (bomb) energy cost and firing delay both significantly reduced.
            • Shark gun firing delay halved; mine and bomb fire delay also reduced. I've noticed that sharking has reduced lately, particularly with the repel changes. Maybe this will make it a bit more desirable. Firing delays are nice in that reducing them usually just gives ships like the shark more options -- more ways to use energy... not so much changing power extensively so much as giving them the freedom to use the energy for offense, if so desired. By the way, how is the Shark multi doing lately? Anyone still use it? Note that this change will make acquiring L2 guns on a shark particularly useful, perhaps worth the time placed. At that point the ship may have a formidable offense considering the very low firing cost (lowest in the game).
            • Players will now warp further down at the start of a round, closer to the base entrances. One exception is that a single Terr from each team will be warped into the home FR, if available.
            • Special warp points will be active to warp players from one location to another, active every 15 seconds.
            • Soon to come: Jav JumpSpace ability. Use your imagination. It's cool.

            Comment


            • may i suggest something about the cloaker: make it the fun assasin ship it used to be in pub before staff *cought* messed it up into a wanabe basing ship. imho a cloaker doesnt have to keep up with a spider kill or ratio wise, just make sure its fun to play and has its chance to get RP.

              so what was so much fun about the x? it was getting bounty, laming people, and hunting people. so why dont u improve on that and
              • give x an unholy high streak rp bonus
              • give x a prey which gives unholy bonus rp when killed, but inform the prey it is hunted
              • increase the lameness of vengefull bastard with shroud, a chance to *kill or something similar
              • give x an addidtinal bonus for teks


              and please give x a repel at some point, half of the cloakers power was to repel mines into the enemys face.

              a great jav skill would be to unprice every repel in a defined range once in a while like by messaging !!, duno how traffic and lag effective this would be but in theory with all the sharks around that would rock. Or a skill that warps a shark by messaging the name to the bot. something like that

              Comment


              • Originally posted by Fluffz View Post
                may i suggest something about the cloaker: make it the fun assasin ship it used to be in pub before staff *cought* messed it up into a wanabe basing ship. imho a cloaker doesnt have to keep up with a spider kill or ratio wise, just make sure its fun to play and has its chance to get RP.

                so what was so much fun about the x? it was getting bounty, laming people, and hunting people. so why dont u improve on that and
                • give x an unholy high streak rp bonus
                • give x a prey which gives unholy bonus rp when killed, but inform the prey it is hunted
                • increase the lameness of vengefull bastard with shroud, a chance to *kill or something similar
                • give x an addidtinal bonus for teks
                and please give x a repel at some point, half of the cloakers power was to repel mines into the enemys face.

                a great jav skill would be to unprice every repel in a defined range once in a while like by messaging !!, duno how traffic and lag effective this would be but in theory with all the sharks around that would rock. Or a skill that warps a shark by messaging the name to the bot. something like that
                Good ideas. Naturally, if these things are going to be added, they need to be balanced well. The Weasel ideas would probably add a lot more fun to playing one. The only thing I do not want to see is the vengeful bastard doing *kill because that would be horrible (unless you mean the ship actually goes BOOM as the effect but I don't think that's possible).
                I also think the Jav idea is pretty interesting, although I am not sure if the Jav has any upgrade slots left. Another way of adding it would be to give the Jav that ability automatically after a certain level.

                Comment


                • The Weasel abilities sound interesting. While it's not all that helpful to the Weasel, I especially like making Vengeful Bastard perform some of the strange ops abilities. The TeK bonus might also be a great idea. Increasing streak RP might tilt the playing style slightly, but is worth considering. The prey idea would be a bit trickier, though, and might change drastically how the ship is played.

                  Repel is an interesting idea. I didn't know pub Weasels presently had them. Might have to consider it.

                  Comment


                  • Originally posted by gdugwyler View Post
                    Repel is an interesting idea. I didn't know pub Weasels presently had them. Might have to consider it.
                    It doesn't now. Maybe at the dawn of time it did? I've been playing for 8 years and I don't remember it ever having a repel... then again I didn't play it back then and didn't really watch them.

                    Ideas: now I know this won't be liked and you could discard it because I do terr, but the anti with L2 guns is doom for terrs. It got really annoying for me, my only hope was that the spider made a bad shot this doesn't help the basing aspect at all its not so annoying in pub cause the spiders L1 guns doesn't kill you outright so you have time to run. What I suggest is that it’s changed to a slow drain so that you just have to survive a bit then you can warp away and if the spider had L1 guns, it could have anti and be able to take some shots at you.

                    Terrs: I know that awhile back we were trying to make them more fun to play, and I know that you made them have more offensive abilities but why not give them an offensive ability that keeps them safe? (aka bombs, thors)

                    you have my permission to discard what I say as trying to sup-up my favourite ship (you maybe right), but keep in mind that I don't want to be playing terr usually most times I am forced cause no one else wants to terr so think about it.

                    2kill

                    Comment


                    • Originally posted by 2kill View Post
                      It doesn't now. Maybe at the dawn of time it did? I've been playing for 8 years and I don't remember it ever having a repel... then again I didn't play it back then and didn't really watch them.

                      Ideas: now I know this won't be liked and you could discard it because I do terr, but the anti with L2 guns is doom for terrs. It got really annoying for me, my only hope was that the spider made a bad shot this doesn't help the basing aspect at all its not so annoying in pub cause the spiders L1 guns doesn't kill you outright so you have time to run. What I suggest is that it’s changed to a slow drain so that you just have to survive a bit then you can warp away and if the spider had L1 guns, it could have anti and be able to take some shots at you.

                      Terrs: I know that awhile back we were trying to make them more fun to play, and I know that you made them have more offensive abilities but why not give them an offensive ability that keeps them safe? (aka bombs, thors)

                      you have my permission to discard what I say as trying to sup-up my favourite ship (you maybe right), but keep in mind that I don't want to be playing terr usually most times I am forced cause no one else wants to terr so think about it.

                      2kill
                      Weasel repels: Sounds like a nice idea. Often times there is no shark and this would give the team a chance to rep those annoying entrance mines.

                      Anti:
                      I agree that the anti is extremely powerful and should drain the spider's energy.

                      Terrs: I am starting to get worried about the offensive modifications of the Terriers. If we give them any more offensive abilities they are going to kamikaze even more. Even now, people like Ze_Punisher are a pain since they do not want to Terr, they just wanna kill people in a Terr. It would be okay if they did it once in a while but that is how they always play. And since people see that we have a high level Terrier, nobody is going to switch to their low level Terrs, just to be a base / attack Terr (since we supposedly already have one).

                      Sharks: I whined a bit about them yesterday. It seems the shark limit / team didn't work properly because of people switching ships. In my opinion 3 sharks in one flagroom is way too much. They dominate the whole battle and there is nothing anyone can do. Even if both teams had 3 in the same flagroom it would be a pointless battle of repels. Even two sharks is very hard to do anything against, in the same FR.

                      I would be all for limiting the amount of sharks / team drastically. Something like 2 sharks at maximum would be fine in my opinion. That would give both flagrooms one shark and sometimes 2 when attacking / defending. Now that the flagroom only has two entrances it is very easy for a single shark to mine up the entrances and defend the flagroom.

                      One-flag-game: Someone suggested that we could use only one flagroom when there isn't enough people playing. I like this idea. This would only happen when there is like <=16 people playing (that would be equal to maximum teams of 8 just like in ?go base). The battles can take forever when the teams do not have many people and using only one flagroom would make the battles a lot more exciting. This could simply be done by using doors to block the entrance to the other base and changing the warp coordinates of the other team to the same base with the other one.

                      Comment


                      • Originally posted by Mjollnir View Post
                        Terrs: I am starting to get worried about the offensive modifications of the Terriers. If we give them any more offensive abilities they are going to kamikaze even more. Even now, people like Ze_Punisher are a pain since they do not want to Terr, they just wanna kill people in a Terr. It would be okay if they did it once in a while but that is how they always play. And since people see that we have a high level Terrier, nobody is going to switch to their low level Terrs, just to be a base / attack Terr (since we supposedly already have one).
                        lol I thought I was one of those terrs
                        You know I was just thinking about what you said and to help terrs be fun but safe you could replace the L2 upgrade for guns (or something else cause I do like those guns...) with a bomb somewhere in between the lancs and jav (with no bounce I think) and give them a big streak bonus to get terrs wanting to live longer just some thoughts.

                        2kill

                        Comment


                        • Excellent! Finally I can post here.

                          Firstly I would like to say: Great game! Best new arena I have enjoyed in Continuum for a long while!

                          Here are my impressions and experiences with the odd suggestion thrown in:


                          Most ships appear roughly based on their stock, pub counterparts. This continuity makes the arena feel a rightful part of TW. Newcomers from TW will have some idea of what to expect. There is potential to encourage players from outside to join in other TW arenas. The special abilities not found in TW pub seem to be mostly sympathetic to the role of the ships and I have seen nothing massively overpowered yet.
                          One of the things I like most about the game is the fact that the gap between low and high level ships is not so great to make any battle a foregone conclusion. Even the highest have to watch their back and will likely die if badly outnumbered!

                          The combination of leveling and basing should work well. Having your kills count for something is a great hook that will draw people into the arena. Inevitably as your level gets higher and it is harder to progress, the attraction of this will diminish but with 9 different ships to try (if you count Tac-Ops as a ship) and a good basing game, it should keep most people interested for a while and there will always be a few who just *have* to get the best ship. Naturally, with beta time rationed to a few hours most weekdays, people will to be much more eager to play it than if it was on 24/7 but I can still see this being very popular if released as a permanent arena even with no RP multiplier.

                          The downside is that you have a strong motivation to selfishly gain kills rather than help your team and this is even worse in the beta as you are motivated by the desire to test the various ships as well as to become powerful. Although there are mechanisms in place to limit this, I still find I play the game with a completely different mindset than I would in a normal basing arena and in some ways this is less fun.

                          Graphics:

                          I don't know whether all this is achievable but:
                          Graphics should be functional if you want the arena to be playable. They mostly seem to work at the moment.
                          Graphics should look at least as good as the standard pub graphics if you want to attract players. Mostly they are as good as or better. Some things still look a bit iffy (special icons).
                          Graphics should work well with out-of-the-box settings if you want the arena to avoid looking amateurish to your newbies. They don't yet. (white background on entry)
                          Graphics should work with all settings if you want to avoid annoyance and complaints. They don't yet. (radar needs transparent background)
                          Graphics should ideally look good with all settings. Not so right now, although it only looks slightly crappy in 8-bit. You could live with it.
                          Graphics should be functional even if you are color-blind. Not sure how to turn my display black and white to test this.
                          Graphics should ideally create a unique ambience that suits the arena theme. They don't really but then most other arenas don't either.
                          Somewhere it should let you know which settings work best in order to get the best out the zone. Needs to be written at A1 if not already.

                          TKs:

                          TKing cannot be avoided to some extent but many of us hate it when it happens to us. When you are TKd the damage done to the team is the same as if an enemy had killed you plus the extra damage to the killer's relationship with you and your team. Basically I think the minimum standard penalty for TKing should reflect this but I would want to avoid making that strained relationship worse by allowing teammates to punish each other individually. Save the fighting for the enemy!

                          Deliberate TKing should be handled by reporting it as usual.

                          My suggestion for dealing with non-deliberate TKing would be to ensure that the standard penalty for TKing is an RP penalty exactly equal to the amount an enemy of the TKer's level would have got if he had killed you, including terrier-killing, high-rank caps, streak-ending etc. It should also end the TKers streak if they have one. Would be nice to see this penalty in the 'You have been TKd message'. I would oppose any automatic ship-based reduction since any ship with a bomb or mine is capable of sloppy or inconsiderate TKing. I would oppose any penalty to the end of round bonus, as it may sometimes be the right tactic to help your team win.
                          Most frequent TKers will quickly realize that they are not going to level very quickly with a harsh RP penalty and will change their ways or find another ship. They may also struggle to upgrade to the more dangerous TKing weapons in the first place.

                          Since some players find TKing more acceptable than others they should be able to message the bot to select a TK multiplier which would apply to the penalty of anyone who TKs them. I would suggest Forgiving 50%, Tolerant 100% (default), Intolerant 150%. Make it so this can be changed frequently but not so much that people could keep on actively changing it as the 'friendly' bomb heads towards them! This would mean if you were fed up with being TKd you could switch to Intolerant level and make it really painful for the TKers. If you wanted to operate in a bomber's firing line despite the risk or help all your teammates to level you could switch to Forgiving.

                          Since we all know that a few TKs are necessary or completely our own fault there should also be a !forgive command that - if used in the next 30s - refunds the last TK penalty to the TKer with an appropriate message. This should be time-limited to prevent players automatically using it every time which could encourage dodgy bombing as well as strain the bot.

                          Multiplier:

                          It would be good to see the beta RP multiplier factored into the appropriate penalties and bonuses so this sort of thing can be implemented and tested. It would also be handy to have the option of incrementing a multiplier as you get towards the end of a season which would allow people who join halfway through a chance to catch up a little and help high-rank ships to make more visible progress.
                          Last edited by Viruk; 03-04-2008, 02:17 PM.

                          Comment


                          • Warbird:

                            The Warbird has always been the best dogfighter/sniper in TW as well as one of my favorite ships. With the large FR in Distension it has plenty of room to maneuvre and its speed makes it useful flanking outside too. I tested it fairly recently and found its L2 bullets still fairly effective against most foes. It seemed to fly well and upgrading its thrust to beyond the stock level was quite easy - this meant I could often avoid afterburner and so keep my energy at max until firing. This great dodging potential combined with high speed mean I can often survive attacks and put pressure on the enemy. I cannot reliably kill everyone now until I get L3. Such a joy to fly though!

                            The Warbird appears to have very few specials. Not tried the multifire as it didn't look that useful and anyway half the fun of flying warbird is getting that single bullet bang on target. I tried the single decoy but its duration was too short to use strategically and its use was so limited tactically that I felt it wasn't worth the high cost so I scrapped it. This might be different if you could make it so decoys moved more convincingly but perhaps they can get a bit spammy so best left as is. Apparently they also get a bomb/mine designed so most people are expected not to use it - which might explain why I do not recall encountering it often enough to form an opinion. I rather hope the thor is similarly underpowered as I still recall with shame my rather lame tactic of eagerly thoring clumps of combatants in bases when I started playing Continuum in SWR. Keep me from temptation!

                            Javelin:

                            I haven't played this much yet. I have suffered a lot from their higher-level L2 bombs, particularly when trying to enter base. The level of TKing does not seem as high as in TW pub basing although this could be dependent on which team you are in. The FR is larger and apart from the entrances there seem to be fewer openings than the TW pub FR and since everyone will have to learn all the possible shots it is perhaps not surprising that I have seen much less roofing or domination of the FR by enemy javs outside it.

                            Spider:

                            Spiders have always been the supreme mop-up artists in TW flagrooms and the spiders in Distension are no exception. I have little problem getting kills in my spider despite coming back to it fairly late in the test. I have seen lots of death spewing out from high ranking spiders in recent tests and am concerned they may be a little overpowered at higher levels but I am not sure. My own is still too low level to test this.

                            Levi:

                            The pub version of this ship is so badly designed that basers had to have special sanctuary arenas created to avoid them. I am glad to see that the Distension version seems to work as a unique basing ship. Its specialty seems to be fast EMP bombs and a strong ability to tank bullets. I found the ship fun to play although fairly slow to level. Its EMP bomb ought to provide good support for both attacking and defending although it seems difficult to work out a balance between TKing and waiting around uselessly when defending in a crowded base. Although skeptical when I first discovered that this ship had a support bonus I now see it makes sense since some of its power is based on EMPing rather than killing. I am not sure it was right to remove the support bonus as this will mean the likely way to compensate will be to risk more TKs and losses due to friendly fire EMPs.

                            Comment


                            • Terrier:

                              I am a relatively inexperienced terrier player, as I normally prefer to play an assault ship. I played recently as a base terrier and found it very easy to level. The support bonus and the collecting of ports and bursts make it suitable for defense without needing to suicide burst (although even a single burst is quite sufficient for this purpose if you are so inclined). The ship upgrades make it easy to become quite powerful defensively. Since it is likely to be a prime target it needs it.
                              It can sometimes get a bit boring if no-one attacks though and I don't get the quite same satisfaction killing mostly with unaimed bursts than I would killing with aimed shots. The RP is welcome though! :P

                              Weasel:

                              I have played this ship a little lately but not got cloak or stealth yet. It seems fairly fun to play since it can use its small size to sneak through gaps into the FR and hide behind very small protrusions. It is also gives great satisfaction when you hit such a small target dead on.
                              Its low energy makes it very vulnerable to bombs including friendly fire.
                              The slow bullets mean that killing isn't easy and of course there are now plenty of ships capable of tanking L2 bullets these days.

                              Even with the support bonus I found leveling this ship difficult. However I do not think this is a bad thing. People who love the weasel will play for the fun and the special abilities and will start leveling their weasels earlier when there are fewer yellow bombs and tanks about. Perhaps with fewer switching restrictions people will switch to one briefly in order to help achieve a needed break and then switch back to their regular ship. I also felt I was struggling a bit with my first upgrades to get everything up to a reasonable level.

                              In my view a weasel should have a good chance of killing a similar level terrier if no-one is helping to guard it. As long as radar is available and affordable to key ships the weasel should be an effective assassin. I would hate to see weasels with reps - this is the role of the shark and the main reason why shark numbers were limited. I also don't think players need to be encouraged to play all ships equally, especially non-essential specialist ships like the weasel. I am not convinced that it should be made easier for weasels (or any other ship) to break a hold. I see no problem with giving extra bonuses to encourage weasels to assassinate terriers or those with high streaks but it seems against the weasel's role for it to go for streaks.

                              The vengeful b*stard ability does not seem very powerful right now so perhaps it should have extra things at high level. The main purpose of it must surely be to discourage base terriers from using their 'always on' radar to hunt weasels down and it should be adequate for that providing the terrier is under threat.

                              Lancaster:

                              I concentrated on leveling this at first opportunity, as this was the ship I was mostly playing in pub at the time. With twin/spread L2 bullets it was easy to get kills in FR battles in those early days when few could tank them. I can see why it makes sense to make them a special unlock and give some of the other ships a head start. I opted for prioritizing energy and recharge as much as possible but have found the ship flew too sluggishly to get full enjoyment from it so relented a little and gave it more speed and thrust. Despite nearing the limits of the speed/thrust upgrades and being well past the level 25 level where it ought to be stock equivalent, it still feels inferior to fly compared to the stock lanc or my other fighters at similar or lower levels. It still seems to be an effective killer although whenever I have been upgrading I always felt I was struggling to keep everything upgraded to a decent level which is not something I feel so much for the other fighters. Perhaps it should have more speed/thrust upgrades available and compensate with higher bomb/multifire costs so players have more options with it. When I can tear myself away from other ships I will try a complete rebuild and see if this helps, as this may be just me.
                              I believe the stock lanc to be designed primarily as a cloak-killing fighter as it has radar and a spread of bullets that is fairly effective in 1-shot killing a cloaked weasel. It might be an idea to keep this in mind rather then merely thinking of it as halfway between spider and warbird. Also another reason to lock the ship out of the game until weasels can be unlocked. The rather curious bomb upgrade that the lanc gets seems to fit the role, as it is quite handy for shooting at weasels sneaking in through the gaps in the FR wall. In most other situations the bomb seemed to be of limited use compared with the guns, which I suppose is fitting for a fighter (I think you just upgraded this so will have to try it again).
                              I haven't got the firebloom yet but it looks like a useful and fun area-denial weapon and its energy requirement, frequency and cost should hopefully ensure it is not too overpowered. Will it be any good against weasels though? I can imagine them sneaking between the bursts! I am slightly nervous about having so much potential random death in the FR if we ever get lots of high-ranking lancs combined with newbie sharks but so far it hasn't been too much of a problem.

                              Shark:

                              I started leveling this fairly early on in order to get some experience with support ships and also to be ready to help my team if needed. Not that I ever got around to it due to greedily and inquisitively leveling other ships!

                              Things will have changed a bit since I last played one. Back then the shark seemed difficult to get started: A shark with 0 to 1 reps is a sad and pitiful thing especially if they don't quickly regenerate! So much of their power is in this one special. Fortunately it has always been my experience that if you lay mines anywhere on the route to a flag; some fool will eventually run into one no matter how many gaps are ripped in your defenses by enemy sharks. At least you can make some RP defending. You just have to hope that not too many of your team are killed off by your repped and rammed mines.
                              Unlike the pub FR layout you cannot seal off the base by mining the approaches to the FR entrances and nor can you mine the flag directly. It is difficult for a single shark to maintain the mines on all of the FR entrances if they are under attack. On the positive side your repped mines cannot EMP your team, your own reps are as useful as ever and your mines are still effective at slowing down an enemy attack. This might be harder now there are more powerful ships around able to tank mines.
                              Thankfully the support bonus and the kills from mines were enough to get me leveled up at a reasonable if somewhat pedestrian rate. I also managed the odd kill with my puny shark gun - so good to have a weapon you can use without risking TKing or wasting valuable mines!
                              I have always hated FR battles that hinge on the number of reps available to either side so am pleased to see shark limits in place even if this may be infuriating to some who really love to shark.

                              Tactical Operations:

                              I have huge reservations about this. What sort of player would want to spend their time in spec spamming their team and pressing buttons? Do I want that sort of person on my team or even in the same arena? Will I turn into that sort of person if I become a Tac Op? Do any of these abilities actually require any skill to use? Do any of these abilities bring fun to the game or do they just bring annoyance? Are these people going to have power over me and if so, how are they accountable to me and the rest of the team? At the moment if someone does something that annoys me I have a fair chance to kill them until I feel better (although this is expensive if I have to defect to do so). How do I kill someone sitting in spec?

                              It is too early to tell if it will be an interesting and valuable addition or a complete nightmare that will annoy and harass people out of the arena.
                              Last edited by Viruk; 03-04-2008, 02:19 PM.

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                              • I don't yet have time to respond to everything here, but I'll be sure to get back to it. Thanks for putting a lot of thought into improving the game.

                                Changes:
                                • Max 2 Sharks per team. Have to see how this goes.
                                • More warp points: in center, warp from center-facing side of base entrance "ball" to the other. In very center, warp from bottom of bar to closest roof, and back. In base, warp from lower side shoulders to mid side shoulders of other base, and back.
                                • Jav JumpSpace ability. This is untested and may not work properly. It will allow the Jav to make small hops in space based on the direction and speed in which one is travelling. If it doesn't work this time around, give it a test or two to get it going. There is protection against going outside the arena.

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