I just finished playing v003, and it's excellent. I disc'ed at 919 kills, unfortunately, but overall it was extremely well balanced, except for a few flaws. The BC's added a cool and very useful touch to the game. I remeber very well the fact that me and my opponents had equal skill, and we had, most of the time, roughly equal scores.
The bugs I can remeber are the Firebat-Vulture issue and the Tank-Infested Kerrigan morph. Both were bad choices for evolves, the "evolved" unit was actually a devolution, because of range balancing. At these times socres varied by as much as 200 points. However, the discrepancies ironed out as everyone devolved.
Great job, BeeR!
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vBeta 004 January 2, 2005
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Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats
-Carrier Healing
Changes:
-Added a feature that removes a player's units when the current player has an excess of 300 units. It will remove units in order of strongest to weakest to ensure balancing.
-Gerald Dugalle Battlecruiser's damage upped from 50 to 200 damage.
-Carrier's HP reduced to 15000, shields will stay at 30000.
Bug Fixes:
-Fixed a bug which caused all Hyperions to go to Player 1's observer.
What Needs to be done:
-Victory Triggers
-Balance out range in units(most probably increase HP in melee units)
-Briefing
-Unit Names, Forces, In-Game Text
-Spells
What needs to be tested:
-Remove units in excess of 300
-General testing
ADDITION:
Alright, here's what I've been doing lately.
- Added Victory Trigger
- Balanced Melee
- I'm trying to fix a bug that removes all of your units when you reach 300, it's supposed to remove 1
- Added spell system
- Added 2 spells (Recharge Carrier shields and Invincible units for 15 seconds)
Give me more ideas for spells! I got 6 slots left!
QUOTE(BeeR_KeG @ Jan 5 2006, 11:54 AM)
Changes:
-Added a feature that removes a player's units when the current player has an excess of 300 units. It will remove units in order of strongest to weakest to ensure balancing.
Wouldn't it be better to just not create more when you reached 300?
Damn, you're right. I'll get doing that as soon as I can.
I've also been working on a new system that will not create any units for the player with the most kills. This way, the player with most kills won't be the only one with Uber units, the player with 2nd highest kills will have the same units as the one in 1st.
It's quite simple and it works, at first glance I thought it was impossible because then how would I know if the player no longer has the most amount of units?
Here's an example of the triggers:
Player 1 needs Switch 1 set to spawn.
Players 2 needs Switch 2 set to spawn.
Player 3 needs Switch 3 to spawn.
At begining of game, all 3 Switches are Set.
If P1 has most kills, Switch 1 is Cleared.
If P2 has most kills, Switch 2 is Cleared.
If P2 has most kills, Switch 3 is Cleared.
If Switch 1 is Cleared, Switch 2 & 3 are Set.
If Switch 2 is Cleared, Switch 1 & 3 are Set.
If Switch 3 is Cleared, Switch 1 & 2 are Set.
To do what Siracul suggested, I'd have to do the same thing, but with different triggers like so:
Player 1 needs Switch 4 set to spawn.
Players 2 needs Switch 5 set to spawn.
Player 3 needs Switch 6 to spawn.
At begining of game, all 3 Switches are Set.
If P1 has at least 300 kills, Switch 4 is Cleared.
If P2 has at least 300 kills, Switch 5 is Cleared.
If P3 has at least 300 kills, Switch 6 is Cleared.
If P1 has at most 299 kills, Switch 4 is Set.
If P2 has at most 299 kills, Switch 5 is Set.
If P3 has at most 299 kills, Switch 6 is Set.
Seems nice, keep up the good work!
ADDITION:
QUOTE
To do what Siracul suggested,
I'm Sicarul btw