Development Game [ 2014-08-24 ]

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Viech
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Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Development Game [ 2014-08-24 ]

Postby Viech » Sun Aug 24, 2014 11:13 pm UTC

Six matches were played over a period of two hours, some of them fairly intense.

Screenshots

Perseus

Image

What has been tested?

Some changes to beacons that aim to make them less annoying, especially in combat situations.

Statistics

Individual Matches

Gallery

Average over 6 matches

Image

Average over the last 120 matches (analyzed games since 2014-01-18)

Image

Analysis

Beacons appeared much less obstrusive or noisy, tagging structures lacks a visualization though.

What's next?

My personal plan for beacons:

  • Add back some sort of subtle visualization for tagging structures.
  • Remove tagging of players. Make human radar and alien sense use beacons instead of their old mechanics in some manner.
  • Make beacons of tagged enemy structures persistent. Only remove them if the structure was removed and this is confirmed by a player of the opposing team.
  • In combination with the former, use the beacons for (enemy) structures for the base clustering (base/forward icon) system insead of the structures itself. That way a base move can't be detected by watching the movement of the base beacon.
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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