Info > Feedback and Suggestions
How to Fix Skyball
Hoja Lateralus:
--- Quote from: Atruejedi on September 21, 2016, 06:04:56 am --- Add a 20 minute match time limit.
--- End quote ---
Thank you
Naoura:
I still say that there needs to be a goal-keep mechanic in the way that, should a Blue ship be sitting in the blue goal, the red goal-cap speed should be reduced. Similar to capping a point in KOTH. More on one side, the faster the cap.
Make it so that instead of spawn-defend-grab-repeat, have it so that there is a more tactical sense to the goal. You have to think about when is the proper moment to hit the goal. Instead of just Squid-rushing the goal, you have to depend on your escorts to pave the road so that you can make it to the goal and can cap it before the enemy can rush back on you.
PuddleGrumpkin:
Copying my Steam response:
I just played a 3v3 and the match actually moved very quickly. But, that had a lot to do with very low level crews vs. 1 good crew. I almost scored twice, but my shit crew was unable to keep me alive despite being mere meters from the goal. My nept engineer dropped leaving me with an AI, but by then it was too late. I also hit a lag spike while going for a block which sent me off course.
I can see how a balanced crew can extend the game indefinitely, but I feel like a 20 minute time limit might be a bit short (especially if you incrase the win total to 3 [which I support] - I'd suggest 30 minutes of a time limit rather than 20).
Also wishful thinking - but it'd be great if you could attach the ball to an artemis and pass it to your teammate a distance away - but that mechanic cannot work.
I have a couple of concerns about moving the spawn to the middle
1. Unless I am mistaken Jedi is advocating that you spawn on or near the ball spawn. This is problematic because I can commit suicide when a point is emminent and find myself respwaning closer to the ball than the opponent. Which if everyone is at the opposing goal - gives me a free shot to score myself.
2. Is the game coded to have variable spawn points? Basically, we'd be trying to have the initial spawn at the start of the game disappear and have them then move towards the center - which is something i've never seen the game do. Seems like the spawn points are fixed.
3. If they are fixed, how about moving the spawn points to the corners of the map. On a soccer pitch think about it as having substitutes enter during game play from their own corner flags rather than midfield during a stoppage of play. In game this would force you a greater distance away from the goal (placing you significantly behind it) and would lessen the reward for dying either for defensive or offensive purposes. This would also make the race to the center at the beginning of the game more crazy.
Richard LeMoon:
My main idea for making matches go faster is to eliminate decapping, which is what I suggested during testing. That way, every percent you gain while having the ball in the enemy goal is kept. You would need two capture meters, one for each team. The first to fill their meter wins, and both are reset.
To balance for time, either the capping time can be increased to allow more time spent battling in goals, or points increased, leading to more ball resets and time rushing for the ball and battling in the field. The only way to make a match last for a long time is to keep anyone from ever getting the ball in a goal.
Crista Ampullaris:
Copied from Steam -
Just my two cents, from an engi's point of view - I've had five or six Skyball matches now, and out of that, two of them have been 50mins plus.
At the end of the long matches people were mad, people quit, people said "fuck this game". The other matches were around the 15-30 minute mark and everyone had a lot of fun. I'm not sure if a timer is the way to go, or if implementing some other changes would make it shorter, but something does need to change so that people who love this game are not rage-quitting at the end of a Skyball match.
I completely agree with Letheliah, and think that a lot of people do not yet realize the importance of team composition (or the actual high levels of communication and team work between captains required to make it go smoothly).
In most of my matches, from what I could see, its been basically a free for all- with everyone grabbing at the ball, noone working to escort ball carrier, not enough disable ships on the team, no blocking, strategizing etc. Each individual ship has a plan, but noone seems to be planning as a whole team. My shorter matches have been as a result of a well coordinated, highly communicative team. I feel this has a lot to do with the game mode being so new, but I fear that peoples reluctance to play any Skyball matches will only perpetuate this problem. Like Bob said- who in their right mind would vote Skyball, when half your matches are an hour long?
In the 20 minute matches, as an engi, I didn't mind the sandstorms - they were bearable with a smart captain, and a good repair rotation. Keeping that same rotation up for 50 MINUTES though (still with a smart captain) I was -NOT- okay with. I wanted to never engineer again after those matches. I don't think removing the sandstorms is necessary at all, they add a bit of fun to the matches -however, remember this is just an engi POV, and at the stage where we hit a sandstorm, I'm too busy with repairs to be looking at our position on the map/proximity to spawn etc. I need to play more, before I can comment on moving spawn locations etc.
Im ranting.. Long story short, I think Skyball can be super fun, but there is a big problem at the moment with the amount of time a match can take. Something needs to be done.
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