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« on: September 22, 2016, 01:03:33 pm »
The matches I played of Skyball were very competitive, intense, and quite thrilling. I like the game mode and I agree with improving it, if it needs to be.
In my second game I did take notice of the issue of spawn points. As explained, killing enemies effectively teleports them to where you don't want them to be. In a certain 4v4 Skyball match I was in, with team leader atruejedi, we were able to win within ten minutes by keeping a number of the opposing team's ships locked down, disabled with hwachas. In a game where much of the thrill is blowing up things, and I've heard that killing ships is Muse-sanctioned for Skyball, I agree this is... odd? Weird? Should be changed.
I have one thought to note. The way things currently are I can see a reason why killing ships, as in Kill-Build Ships are recommended: You could use Kill ships to camp the enemy goal/spawn to keep respawning enemies dead. BUT this actually doesn't work, since additional spawns are placed in various scattered locations around but not in the goal, and enemy ships could just spawn there instead. So there is no reason to have a Kill Ship controlling the enemy goal if the enemy can and will spawn elsewhere.
Anyway I support atruejedi's suggestions. I present the idea, though, that instead of placing all the spawns in the middle, that each team's spawns can still be kept on each team's side of the map since that's more straightforward, just NOT right next to / so close to the goal. The idea is to get them away from the goal to prevent the indefinite team-swapping - as the others have explained, it's a very, very good idea.