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91
AI War II / Re: AI War 2 v0.764 Released! "Mercenary Surge"
« Last post by BadgerBadger on September 05, 2018, 08:21:01 PM »
I don't recommend parasite-related weapon names, since people who played AIWC will expect the orchid to be like AIWC parasites.
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AI War II / Re: AI War 2 v0.764 Released! "Mercenary Surge"
« Last post by RocketAssistedPuffin on September 05, 2018, 08:10:37 PM »
Done! Gave it a rename on the weapon to Parasitic Cannon to suit. Maybe I can find an example of an actual rose parasite...put that in later.
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AI War II / Re: AI War 2 v0.764 Released! "Mercenary Surge"
« Last post by x4000 on September 05, 2018, 07:55:57 PM »
Sure, that seems neat to me. :)  Feel free to modify it if you like.
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AI War II / Re: Devs Requesting Feedback: New Lobby Design
« Last post by zeusalmighty on September 05, 2018, 07:09:19 PM »
I removed the "add another" and "remove" buttons from the AI section because they shouldn't have been there to begin with.
Players will be able to add more than one AI opponent so this might need to come back
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AI War II / Re: Devs Requesting Feedback: New Lobby Design
« Last post by etheric42 on September 05, 2018, 07:00:30 PM »
Since HeartHunter mentioned SupCom and SC2 as lobbies they liked, I thought I'd start off this post by including images of both that I pulled from Google:



EDIT: Puffin let me know that my Starcraft 2 screenshot was ~8 years out of date.  How embarrassing.  Thanks Google!  Here's an updated one courtesy of the avian:



Very simple setups, trying to make it clean and clear and get on to the game.  SupCom has a game options page.

Now to go through notes:
I'm okay with this design, though I do kinda miss having stuff on both sides of the galaxy map; it feels like the right side is mostly wasted space. What if we put the Map Options/Game Start Button on the middle right? Could you throw a quick mock with that on and see what we think?

Since the game itself only has a sidebar on one side, I feel it is worth replicating that in the lobby.  If we feel crowded, then sure throw a new sidebar on the right, but until then I think this is a local maxima.  On the other hand, throwing start game/etc buttons on the right works if Chris doesn't mind creating a new UI element for them.  Incorporating that into another draft.
For factions, I had an idea for how to simplify things for a novice player. I'd like to split the factions into 3 sets; Hostile, Friendly or Chaotic. For factions that can have different alignments we will just define 3 versions; for example "Friendly Marauders, Enemy Marauders, Chaotic Marauders". Then we give 3 tabs, one for each type of faction.  I want a first-time player to find it really easy to make the game Easier, Harder or Crazier without having to read a dozen faction descriptions.

I'd like each minor faction (or whatever we call them)  to have 2 options available at the default view; "Intensity" and "Colour". Some factions will need an "Advanced" button  (Example: Broken Golems need to know whether to spawn Exogalactic Strikeforces at you or not).

At the moment there will always be a "Hunter Fleet" and "Warden Fleet" shared between all the AIs, and those have some tunables. They need to be placed in the AI section

Perfect.  I wasn't sure where we were with AI factions, whether it was back down to 1 or what.  Of course if you can add/drop AI factions then it can be built out just like the other factions lists.

Also for moving the ai options off to the aide, in it's current form I thought they were a faction that could be disabled. Since they are an ai quirk, they should be lumped into their own group

Do you mean moving the AI options off to a separate tab entirely?  I'd be afraid that it would only have one or two entities there and just be a mostly empty tab.  Of course that could be bypased by making the tab just pop a full AI setting screen instead of showing a tab.  Hrm...

Disclaimer first: I'm one of the apparently few people who had no problem with Classics UI, and actually feel slightly nostalgic about it.

I don't think you are alone, but it is hard to know if that is because people got used to it or if it really helped power-users out, plus we really want to make it easier to get into for new users.  I think there are a lot of people who would love the complexity of the game if they could get over the complexity of the UI.

and popups for menus? Don't like those either. Having to close them would be annoying, I don't like having too many separate windows or tabs open at once. I'm rather prone to overload

Then when we get to the settings popups for this new version we'll need your attention.  I definitely don't want overload, but we can't put everything on the top level or else it's back to overload again and the mandate for this game is "let players play they way they want to play" so we need options for everything.

So here's the draft:



Bottom-left corner has been returned to what it looks like in-game, just with the time/speed stuff greyed out.  Factions tab has been tweaked with the categories Badger suggested, plus an extra column of buttons (ark for players, difficulty for the AI and intensity for the other factions).  I removed the "add another" and "remove" buttons from the AI section because they shouldn't have been there to begin with.  I moved the map instructions down and connected them with the start/main menu/preset buttons with the idea that if you collapse the instructions they "roll down" until just their header and the buttons are visible.

I added the top bar back in to keep a consistant frame with the in-game screen.  Futuristic human military design actually has the three pieces of the monitor sourced from three different planets as part of the peace concords of [redacted].  The bar is blank though, except for a place for the player to name their campaign (prefilled with their username, the word campaign, and maybe a number there in case they don't bother to rename it).  I also standardized the color borders for each group of factions because CRAZY IDEA, what if the border colors are locked down on a per-grouping basis (so all AI has the same border, all humans have the same border, all friendly factions have the same border, etc) to make it easier to identify friend-or-foe at a glance.  If we run with that idea, then I'll need to put in another tweak to allow the team-border-choice to be set.

Looking at the friendly factions / enemy factions / chaos factions again, I'm not sure about the word "faction".  But I also don't think friendly / enemy / chaos is enough (especially since the AI is THE enemy).  Anyone have any refinements to that suggestion?

That's it for now, hit me with what you've got.
96
AI War II / Re: Balance feedback request
« Last post by RocketAssistedPuffin on September 05, 2018, 06:27:54 PM »
Think wait for next update, possibly tonight, I don't know. I'll try a full proper 7/7/7 game and see these in action myself. Then you two and anyone else can also have new feedback on it, and go from that.

Armor Ships may get a trait once a suitable one apppears. Same with Raiders. Maybe Raiders can work on things with slow speed...don't think anything has that oddly. Not sure, not liking it much.
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AI War II / Re: Balance feedback request
« Last post by HeartHunter on September 05, 2018, 05:30:55 PM »
Are you sure about armor ships "op"(nerf)?
He seems usless for me, then i see this ship I'm just laughing under AI, what a waste of science(ah, he doesnot have science). Thats just tank with 0(206) dmg and 0(600) speed, he is just funny guy with 6 sec attack reload and 206 dmg, no more. If you want, you can nerf speed for more epic easy fight. Or you can nerf dmg ok, bug give something good ability for him, like overpower space tank.
How to counter him? like all in this game with low attack range and low speed. Kite, kite them all. Turn off autodrive, spread your army on minimum 4 armies+, you can bind every army with 1,2,3,4,5 and make ez win. Use any units with more big attack range. Do u think Concussion corvette doesnot counter him? its true, but he still kills him. Ofcouse, its long, but still counter. Better look on other op ships like MLRS, tesla, etc, they just destroy this slow turtle with 0 dmg and without abilityes
Another variant, its using counter armor ship. Assault ship or other one of the epic anty armor ships - Space Tank. Its just artyllery+tank in one unit. Just get this unit in early and you will destroy ez all armor ships, especially armor tank.

MLRS. Its op, but kite can help you win this ship. Use one of the triangle ship - Concussion corvette. A few armyes, turn off  auto drive, move 9 sec, stop, move 9 sec, stop, etc. Kite in the all rts or moba games same.

If you see armor ship+MLRS. Just kite enemy armor ships, if you need, kite them until your other planet. When you kill close range AI ships, just select all Concussion ships, turn ON auto drove, and look how they kills all.

Raider. One of the usless ship right now, more usless, than armor ship. I love this unit for speed, evasive etc. But he is bad. Just fast unit. If enemy using only Raiders ships, just make again Concussin ships and Turn ON auto drive. Its will ez fight.

If you see 2+ types of ships, use a few armyes+ kite. Oh, do you remember about towers defence or something(tractors, needle towers with bonus etc)?
I afraid for these ships, and after rework FocusFire priorties(Big thank to Chris, i waited it), armor ships will just zero. And its doesnot helps to Raiders too. Kite and focusfire priorityes will work more ez and right. I think, it will interesting. We will test it.

Hi : D
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AI War II / Re: AI War 2 v0.764 Released! "Mercenary Surge"
« Last post by RocketAssistedPuffin on September 05, 2018, 04:49:09 PM »
What about some form of vampirism, like a parasitic rose? It feels weird that the Healer Ark cannot heal itself.
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AI War II / Re: AI War 2 v0.764 Released! "Mercenary Surge"
« Last post by x4000 on September 05, 2018, 02:46:57 PM »
Let's start with this and see how that feels in 0.766:

* The Orchid Ark now has lost the ability to assist construction on other ships, but it's repair speed has gone up by 10x.  This isn't a multi-repair ability, but it's such a superfast repair process that it should act very similarly to what is imagined.  Let's see how that feels, anyhow.

Thanks!
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AI War II / Re: Balance feedback request
« Last post by RocketAssistedPuffin on September 05, 2018, 01:03:07 PM »
Could the problem simply be summed up as the Humans just don't have the toolset available, guaranteed, to properly fight even just the AIs own triangle? Human ships aren't used by the AI at all (Mercenaries spawn them, but they're on your side), so balancing them is much simpler.
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