Author Topic: MAPS Balance Questions and Concerns v1.2  (Read 43978 times)

Offline Queso

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #15 on: May 01, 2013, 10:07:20 pm »
Even in low level play, koth is a drag. Perhaps the longer you hold a point,  the faster the timer. That way good games last longer and bad games end quickly.

Offline PzychoDude

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #16 on: May 02, 2013, 11:29:37 pm »
so yesterday we played a match in the labyrinth and cornelis got stuck at 1 point, i think he couldn't even turn.

here's a pic: http://i.imgur.com/uFJVN41.jpg
« Last Edit: May 02, 2013, 11:37:17 pm by PzychoDude »

Offline awkm

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #17 on: May 06, 2013, 10:54:46 am »
so yesterday we played a match in the labyrinth and cornelis got stuck at 1 point, i think he couldn't even turn.

here's a pic: http://i.imgur.com/uFJVN41.jpg

We'll look into it.

There may be some strange collision issues since we made changes with it.  Nothing to do with maps.

Offline JaceBoojah

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #18 on: May 06, 2013, 04:41:15 pm »
why not have a sandbox for every map?

Offline N-Sunderland

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #19 on: May 06, 2013, 04:43:22 pm »
why not have a sandbox for every map?

Strongly agreed.

Offline Captain Smollett

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #20 on: May 06, 2013, 05:50:47 pm »
Agreed

Offline urm

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #21 on: May 06, 2013, 06:28:28 pm »
What about making Labirynth Crazy KOTH (or how it's named?), so it would be still CP (it's logical, why would people fight in town for nothing, it should be worth to capture), but would make more parts of map used?

Offline awkm

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #22 on: May 07, 2013, 12:38:28 pm »
why not have a sandbox for every map?

This may be more difficult than you expect.  May require gutting some stuff out on the codebase.

Regardless, I'll put it into the backlog.

What about making Labirynth Crazy KOTH (or how it's named?), so it would be still CP (it's logical, why would people fight in town for nothing, it should be worth to capture), but would make more parts of map used?

The city tileset will be reused to accomodate at least 2 more game modes.  Not necessarily the same layout either.  Just same look and feel.

Offline Machiavelliest

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #23 on: May 08, 2013, 08:13:53 am »
Playing as it is now, Labyrinth is such that unless I am inside the capture point balloon in a rather inappropriate manner, I can't block the enemy's points.  Actually, while we're changing the point over to our own color, we can't block their points.

Offline Arthem White

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #24 on: May 16, 2013, 12:15:07 pm »
Here's a stupid idea: Why not keep labyrinth like it is, but make the point move? It would be the first game to have mobile KOTH. The globe keeps zipping through the streets and to keep the point captured you have to follow it. Could be cool.

Offline Machiavelliest

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #25 on: May 17, 2013, 02:14:08 am »
That would be good once the buildings aren't made out of gravity.  The way collision is detected with them, they have a tendency to grab and never let go.

Offline N-Sunderland

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #26 on: May 17, 2013, 07:59:39 am »
Yeah, a good example was in the Raft vs. PaFa game. Our ship got up close to a bridge, and got velcroed to it, leaving us helpless while our balloon and hull were crushed by the walls.

Offline Imagine

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #27 on: May 22, 2013, 12:46:14 pm »
Soooo... is there a reason the maps down rotate in games any more? Kinda sick of having 75% of the games be stuck on Dunes :-\

Offline Shinkurex

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #28 on: May 22, 2013, 12:48:14 pm »
Map vote was disabled due to the large influx of players causing the timers to move like molasses (Which was making us CAs work extra hard force starting games)... could probably be turned back on now, but I wouldn't hold me to that

Offline Machiavelliest

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Re: MAPS Balance Questions and Concerns v1.2
« Reply #29 on: May 22, 2013, 12:49:27 pm »
No rotating maps has = newbie frustration.