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Feedback and Suggestions / Re: How to Fix Skyball
« on: September 21, 2016, 01:36:03 pm »
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.
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.