QUOTE(Phyrion @ Jan 31 2005, 02:47 AM)
Updated version is MUCH better than the last!
finally. SOMEONE NOTICES.
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Some quick suggestions:
-Decrease the unit stat text, it stays there for like 30 secs it seems like and doing that for every enemy you fight just drags it out. Make it quick like 3 secs, people playing the map will get to know each unit just by playing anyway.
Actually a lot of them SHOULD be 3 seconds. *Puts on list of things-to-do*
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-This might be an engine overhaul, but why in God's name are you making the actions dependant on walking up to another character? Just make a simple choice system using siege tanks, or by making units out of the gateway. There were a few times when two characters would attack inna row, then when their turn came up again, their action was automatically selected because he was standing right next to another party member.
Good point. Lots of people have asked me this and I finally think I should give an answer. Basically and originally, this was meant to be a 4 player game (each person commands one character) and it would develop team work. I also wanted to make it so that RPG commands are not so cliched to "MOVE YOUR CIVILIAN THIS BEACON AND GO KABOOM BLAH BLAH". I wanted to do something different. This is my solution. I'm trying to patch it AS MUCH as possible. This is probably the hardest thing about this map: effeciency.
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-Make the enemy stand still when you are attacking it, running after your enemy doesn't really add much flavor to the game, actually it's pretty annoying just clicking to chase your enemy, since it's really boring because all you are doing is just clicking mindlessly to catch up to your enemy and doing that for the length of the game will be mind numbing.
That's true, it does get really annoying. However, as you will see in later versions, that there is a point in the game where you will level and be able to attack and kill them instantly, without the running around. I'll maybe make it just so that they don't run around "as much". Plus, it would be
more boring if the enemy's position was static the ENTIRE battle.
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-In the intro, make it so you only fight one or two zerglings, I played for 20 minutes and didn't even reach the town, before having to quit because I had plans. The story shouldn't take that long to start. Having the guards help is a
ing awesome idea though!
Again, I will try to make battles shorter.
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-Not sure how the party HP works. I know the enemies' life is vespene, but the party's HP is a bit of mystery. So when it hits zero do they all die? Or when the hero unit dies by getting attacked it stays dead or what? That said, it seems like each char doesn't have his own hp, but what about party heal items? Explain!
Okay. Let me say this again. Minerals are your
Active Character's HP. That means the one you can move around and issue a command. Each character has his/her own amount of HP, which is shown as minerals when it is that character's turn. Got it? PARTY HP simply means that "This amount of HP" is distributed evenly throughout ALL the living members of the Party. Like Mega-Potion, which gives 1000 Party HP, would give 250 HP to each character if there are 4 alive, 333 if there are 3, 500 if 2, and 1000 if only one. Understood? Yeah.
I'll make a list of bugs that I need to fix soon and post it here.