Development Game [ 2014-06-22 ]

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Viech
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Development Game [ 2014-06-22 ]

Post by Viech »

This week we tested a few beacon fixes and a new algorithm (and a visualization) for storing build points inside Drill, Leech, Overmind and Reactor. As a builder the buildable status bar now tells you how many BP are stored in the structure and if the structure dies, a fraction of that is lost (currently 50%). The bar graph shows you the fraction of all BP that is stored in the structure, you should observe that to get a feeling for the build point "flow".

Screenshots

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What has been tested?

Gameplay relevant commits since last week:

Code: Select all

3063722 Fix momentum reward size for killing players.
890cd96 Reward momentum to enemy attackers if a hurt structure gets deconstructed.
9c99291 Don't add or remove momentum when the main structure gets built or deconstructed.
17b1c6c Store remaining BP in the main structure. Only lose a fraction if a BP storage gets destroyed.
ecb5a58 Add current mine rate and stored build points to buildable status displays.
e6c6abf Fix following beacon bugs: * inconsistent base finding code (making it possible to create beacons that detach immediately) * couldn't open autobase.beacon.cfg * black minimap icons * /beacon not unlagged
319d81a Fix minimum build point generation being added twice to the account of mined build points.
80b99b5 Correct the ammo beacon's icon.

Statistics

Individual Matches

Gallery

Average over 5 matches

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Average over the last 96 matches (since 2014-01-18)

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Analysis

Storing build points inside Drill and friends does make matches end faster and it seems like it removes quite a bit of the campy part of the game, so this looks like a success. As a rule of thumb, you will now die faster if your base is under siege. On the upside, if you start a recovery and the enemy was hording build points they are now easily lost, too, so you won't fight against UBP style bases in that case anymore.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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