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Boring Camping Games

Posted: Mon May 05, 2014 12:53 am UTC
by spudwebb

how to avoid boring camping games.
Generally I take that to mean, avoid human camping, since aliens tend not to camp. However, it would be nice to try some new was of also rewarding alien offense with more fun.

I'll just throw some out there, maybe some discussion will start. I'm just brainstorming.

  1. Create general incentives for offense
    a. Give morph points / human credits for destroying enemy buildings.
    This would encourage offensive behaviour and less building spam.
    b. Give players an offense bonus and stats boost after they destroy a building. eg. +10% speed, +bite damage, +healing
    c. Give players a rallying cry when they kill enemy buildings
    d. Give additional bonuses for momentum.

  2. Create offensive structures. This could take many shapes eg:
    a. an alien creep structure that grows towards human structures and saps their power, deactivating nearby human structures. Humans could shoot at the creep to clean the floor or walls for a very short period, but unless they take out the building it would re-grow. This would ensure they have to leave their base.

b. a human structure like a tank, that slowly moves towards alien structures and provides shelter for humans behind it, crushing any structures it rolls over (although humans might not need help, once they get lucies it's hard to keep any alien structures up.)

c. A command and control structure. With this structure you can give people orders about where they should attack. The players receive visual cues that guide them to carry out the type of offense you've asked for, anyone you pair them up with becomes easier to find in case they're separated.

d. an alien structure that 'poisons the well' near human drills, causing them to blow up violently when they suck up the poison.

e. Give humans the chance to build a 2nd reactor, but only if they are far enough away from their first reactor. Or only after they've retrieved something from the alien base.

  1. Create ways to more easily coordinate offense

  2. create dis-incentives for humans to sit in their base or run back to turrets for shelter
    a. Turrets no longer hold their fire if a friendly unit is in the way, they'll shoot through you to get at the alien. Stray bullets also hit other structures.

  3. Give aliens new ways to take out turrets.
    a. Dretch can jump at a turret and grab onto it, preventing it from firing. Turret still turns around taking dretch for a ride. Maybe the dretch can swing it's body weight around and aim the turrets so they shoot at friendly structures/humans.
    b. allow advance marauder electric attack to go through walls and floors/ceilings.
    c. allow advanced marauder to absorb electicity from repeaters, tesla generators and release as a powerful blast.
    d. Improve tyrant stampedes against structures, charging through them and leaving them in pieces.
    e. allow granger spit to interfere with human buildings, until cleaned they no longer work.

  4. Try different game modes. Eg. Clan Arena. No buildings. Last man standing wins for their team.

  5. Create 'prizes' to go get in each base, like counting coup. Eg:
    a. First human to damage the overmind gains a unique bonus, but the bonus goes away if he doesn't to damage for a pre-determined time. Once lost, the bonus is available for someone else to go get.
    b. first human to kill a granger gets a bonus, but he only keeps it while he keeps killing grangers.

  6. Incentivise FWD bases.
    a. Give builder units more offense. Grangers and engineers are pretty much no threat. This makes building fwd bases harder. Make building fwd bases easier and more rewarding to encourage spread over the map.


Re: Boring Camping Games

Posted: Tue May 06, 2014 7:38 pm UTC
by Ishq

Interesting ideas. Do you think you could flesh some of these out some ore to create specific things to try.


Re: Boring Camping Games

Posted: Tue May 06, 2014 8:35 pm UTC
by Viech
spudwebb wrote:

1. Create general incentives for offense

spudwebb wrote:

a. Give morph points / human credits for destroying enemy buildings.
[…]
b. Give players an offense bonus and stats boost after they destroy a building. eg. +10% speed, +bite damage, +healing

If you lose structures, camping is already not viable as build points are lost. Camping is only an issue whenever the camping team can prevent the destruction of their buildables. In order to increase the general incentive to attack bases, this can help, but we are just coming from a state were enemies rushed past each other to score a base attack, which we didn't like this much and tweaked values to favor skirmishing some more.

spudwebb wrote:

c. Give players a rallying cry when they kill enemy buildings

Good idea actually. Once we have a setup that unobtrusively gives you information about your own buildable losses, the same approach could be used for confirmed enemy losses. However, we don't want to give too much excess info either, so we might limit this to players actively "spotting" enemy structures that are about to blow up (or any other type of manual action).

spudwebb wrote:

d. Give additional bonuses for momentum.

For what exactly? I'd love to know about good ways to judge offensive play in quantity.

spudwebb wrote:

2. Create offensive structures. This could take many shapes eg:
a. an alien creep structure that grows towards human structures and saps their power, deactivating nearby human structures. Humans could shoot at the creep to clean the floor or walls for a very short period, but unless they take out the building it would re-grow. This would ensure they have to leave their base.

I really like this approach but the design needs to be very specific and detailed before we approach somethign like that, because most ideas in this realm have drawbacks and sometimes fire back (think of SC2 Swarmhosts that match the general scheme of an offensive structure but are excellent for defensive play).
Your creep idea specifically is something that I would love to try (speaking of Starcraft, one of my long term goals is creep spread over the map, where the structure you describe would play a key role for alien building in general).

spudwebb wrote:

b. a human structure like a tank, that slowly moves towards alien structures and provides shelter for humans behind it, crushing any structures it rolls over (although humans might not need help, once they get lucies it's hard to keep any alien structures up.)

I don't think our engine or gameplay would handle vehicles at all, atleast it would be quite a big break from our current concept.

spudwebb wrote:

c. A command and control structure. With this structure you can give people orders about where they should attack. The players receive visual cues that guide them to carry out the type of offense you've asked for, anyone you pair them up with becomes easier to find in case they're separated.

Visual cues ("beacons") that display as markers in the world and on the minimap are being worked on right now. How they are placed is open to discussion, but I don't think we need a structure (and potentially not even a commander) for that. Think of a pie menu that lets you give your teammates hints and orders as well as autogenerated beacons when the base is under attack or the reactor is being moved (or you are low on health and looking for the next medistation…).

spudwebb wrote:

d. an alien structure that 'poisons the well' near human drills, causing them to blow up violently when they suck up the poison.

Sounds a bit specific for the role of a new structure and can cause a lot of issues as effects that go through walls (or small cracks) can't be controlled in a way that ensures that the attacking team is really attacking or atleast risking something and the defending team is really camping.

spudwebb wrote:

e. Give humans the chance to build a 2nd reactor, but only if they are far enough away from their first reactor. Or only after they've retrieved something from the alien base.

The human power system is already fairly liberal when it comes to human forwards (given that the reactor supplies power to every spot on the map, in addition to the local supply) while it generally makes turtle bases more expensive. Also, the mere ability to build a second base doesn't prevent camping in the first and I don't really want to force humans to maintain two bases either.

spudwebb wrote:

3. Create ways to more easily coordinate offense

As lined out above, new ways of communicating to your teammates are in the making.

spudwebb wrote:

4. create dis-incentives for humans to sit in their base or run back to turrets for shelter

spudwebb wrote:

a. Turrets no longer hold their fire if a friendly unit is in the way, they'll shoot through you to get at the alien. Stray bullets also hit other structures.

Speaking in game theory, this might be exactly what we want – a base that's stronger if it's on its own. On the other hand the base should also serve as an attack platform and furthermore I see no reason to abolish active defense in general. If you know a good way to make defenses stronger when they aren't close to teammates (as opposed to making them annoying when they are), name it! I think making structures cease fire when they could hurt teammates accomplishes just that to some degree but I agree that it's a rather subtle debuff when it comes to human turrets.

spudwebb wrote:

5. Give aliens new ways to take out turrets.

Yes. This is my prefered approach. As I said earlier, camping only becomes an issue whenever it is efficiently preventing the loss of structures. Right now we are in the situation where alien offense weapons and human defense structures don't "scale well". It should be so that the efficiency of an alien (or a group thereof) scales smoothly with its price (linearly for simplicity). The same should apply to the build points spent on defenses. However, due to the extremely fast paced nature of the game (aliens kill structures very fast, therefor need to be killed by them quickly), and the low variety in both attacks and defenses (we have one type of turret) this isn't really the case right now.

spudwebb wrote:

a. Dretch can jump at a turret and grab onto it, preventing it from firing. Turret still turns around taking dretch for a ride. Maybe the dretch can swing it's body weight around and aim the turrets so they shoot at friendly structures/humans.

Not worth the effort given how quickly dretches die when fighting turrets (which they need to – when we had 35 hp dretches with the GPP style turrets the game was entirely dominated by dretches).

spudwebb wrote:

b. allow advance marauder electric attack to go through walls and floors/ceilings.

No.

spudwebb wrote:

c. allow advanced marauder to absorb electicity from repeaters, tesla generators and release as a powerful blast.

Repeaters are already a weak point, especially when mara rushes happen. Teslas are pending removal as their role is already played by the current turret.

spudwebb wrote:

d. Improve tyrant stampedes against structures, charging through them and leaving them in pieces.

Tyrants need a viable anti-base attack in general. It's only worth its price against players right now. Instant kill might be too much of it though. I will redesign the tyrant some day, but not before rewriting the alien evolution/attacks system in general (keyword: Perks).

spudwebb wrote:

e. allow granger spit to interfere with human buildings, until cleaned they no longer work.

Just like dretches, grangers aren't significant when it comes to attacking bases. Giving them a way to support a siege doesn't sound like a bad idea but disabling structures until they are cleaned pretty much requires you to have atleast one full time camper on your human team. :wink:

spudwebb wrote:

6. Try different game modes. Eg. Clan Arena. No buildings. Last man standing wins for their team.

Not really a solution to problems in the main game mode. We won't work on additional modes as long as the main one isn't perfectly fun and balanced.

spudwebb wrote:

7. Create 'prizes' to go get in each base, like counting coup. Eg:
a. First human to damage the overmind gains a unique bonus, but the bonus goes away if he doesn't to damage for a pre-determined time. Once lost, the bonus is available for someone else to go get.
b. first human to kill a granger gets a bonus, but he only keeps it while he keeps killing grangers.

In general, this is too much arcade-ish for my taste.

spudwebb wrote:

8. Incentivise FWD bases.

We've been doing that. A human forward outside your base is really dangerous allready and easier to setup than ever before (no repeater needed until it becomes a fully featured base). The unfortunate part is that they only work in early game as they are too risky/expensive to setup later on. I'd like a solution for that.

spudwebb wrote:

a. Give builder units more offense. Grangers and engineers are pretty much no threat. This makes building fwd bases harder. Make building fwd bases easier and more rewarding to encourage spread over the map.

Grangers have no issues because they can flee most of the time and can dodge humans on their way to the building spots. Human builders die easily to dretches if they're alone and I agree that they need a stronger defense. A pistol concept is done and waiting to be modeled, maybe this allows for more firepower.


Re: Boring Camping Games

Posted: Wed May 07, 2014 2:35 am UTC
by spudwebb

Thanks for your replies!
Let me take round 2 at it.

Viech wrote:
spudwebb wrote:

1. Create general incentives for offense

spudwebb wrote:

a. Give morph points / human credits for destroying enemy buildings.
[…]
b. Give players an offense bonus and stats boost after they destroy a building. eg. +10% speed, +bite damage, +healing

If you lose structures, camping is already not viable as build points are lost. Camping is only an issue whenever the camping team can prevent the destruction of their buildables. In order to increase the general incentive to attack bases, this can help, but we are just coming from a state were enemies rushed past each other to score a base attack, which we didn't like this much and tweaked values to favor skirmishing some more.

I think, giving bonuses for people who are doing well in some way would be a good way to build momentum. Right now stalemates are boring in general, usually because of camping. Bonuses for killing enemies or killing structures could start swinging games and end camping or stalemates. Also I'm pro anything that rewards skillful play if it's possible, especially on an individual level. I could also see things getting creative.
For example if I start killing turrets, maybe I could get a bonus that makes me better at killing turrets. Almost like a meta-evo. So I can evolve vertically by spending morph points, but within that alien form I could evolve laterally by what I kill. Think how awesome it would be to be able to identify players that are really dangerous by subtle clues as to how they look. A dretch that killed 5 humans could look more 'menacing' than a newb dretch. Maybe gain some bonus or ability.
Obviously you want to allow the opposing team a way to break momentum and swing it back the other way too. Back and forth games where every skilled player can go on a killing spree can be fun.

spudwebb wrote:

c. Give players a rallying cry when they kill enemy buildings

Viech wrote:

Good idea actually. Once we have a setup that unobtrusively gives you information about your own buildable losses, the same approach could be used for confirmed enemy losses. However, we don't want to give too much excess info either, so we might limit this to players actively "spotting" enemy structures that are about to blow up (or any other type of manual action).

Fleshed out more this could be interesting.

spudwebb wrote:

d. Give additional bonuses for momentum.

Viech wrote:

For what exactly? I'd love to know about good ways to judge offensive play in quantity.

How about in quality? Is there an algorithm that can pick up when one team is camping and reward the other team for starting to break the camp?
Crazy idea: an alien class that can jump into the middle of a tightly packed human base and die, creating a toxic could. Initially you start feeling a bit ill. Stay in it too long and you feel very ill.
Crazy idea: alien attack that poisons a camper. If the camper kills the alien that poisoned him then he is cured, if he stays camping he slowly dies.

spudwebb wrote:

2. Create offensive structures. This could take many shapes eg:
a. an alien creep structure that grows towards human structures and saps their power, deactivating nearby human structures. Humans could shoot at the creep to clean the floor or walls for a very short period, but unless they take out the building it would re-grow. This would ensure they have to leave their base.

Viech wrote:

I really like this approach but the design needs to be very specific and detailed before we approach somethign like that, because most ideas in this realm have drawbacks and sometimes fire back (think of SC2 Swarmhosts that match the general scheme of an offensive structure but are excellent for defensive play).
Your creep idea specifically is something that I would love to try (speaking of Starcraft, one of my long term goals is creep spread over the map, where the structure you describe would play a key role for alien building in general).

I think if we decide that the general 'offensive building' is viable, we can further develop specific ideas. One thing I find very rewarding is to use smart building offensively to trap the opposing team, i think other types of offensive building could be a lot of fun. We just have to discuss options here.
Crazy idea: You could have "siege weapons building" a building that attacks other buildings and is more effective if you camp?

spudwebb wrote:

c. A command and control structure. With this structure you can give people orders about where they should attack. The players receive visual cues that guide them to carry out the type of offense you've asked for, anyone you pair them up with becomes easier to find in case they're separated.

Viech wrote:

Visual cues ("beacons") that display as markers in the world and on the minimap are being worked on right now. How they are placed is open to discussion, but I don't think we need a structure (and potentially not even a commander) for that. Think of a pie menu that lets you give your teammates hints and orders as well as autogenerated beacons when the base is under attack or the reactor is being moved (or you are low on health and looking for the next medistation…).

In my previous experience, fighting and commanding are two very different roles that are not satisfying to multi-task.
A commander needs to have as much knowledge over the entire play field and spend his whole concentration on strategy. The soldiers should be concentrating on the tactical.

spudwebb wrote:

d. an alien structure that 'poisons the well' near human drills, causing them to blow up violently when they suck up the poison.

Viech wrote:

Sounds a bit specific for the role of a new structure and can cause a lot of issues as effects that go through walls (or small cracks) can't be controlled in a way that ensures that the attacking team is really attacking or atleast risking something and the defending team is really camping.

I did envision it as being supposed to go through walls, floors, ceilings. That way when a human team is camping, i don't have to break into their fortified base, i can build around the corner from it and they're forced to come out and fight. This goes under the offensive structure category in my mind, it's of no use in your base unless the attacking team is trying to build a fwd right outside your base.

spudwebb wrote:

e. Give humans the chance to build a 2nd reactor, but only if they are far enough away from their first reactor. Or only after they've retrieved something from the alien base.

Viech wrote:

The human power system is already fairly liberal when it comes to human forwards (given that the reactor supplies power to every spot on the map, in addition to the local supply) while it generally makes turtle bases more expensive. Also, the mere ability to build a second base doesn't prevent camping in the first and I don't really want to force humans to maintain two bases either.

Just a crazy idea. I figured it might motivate single base campers to leave their base and try to defend 2 bases, risking losing both to try to gain an advantage.

spudwebb wrote:

3. Create ways to more easily coordinate offense

Viech wrote:

As lined out above, new ways of communicating to your teammates are in the making.

Then I +1 those efforts.

spudwebb wrote:

4. create dis-incentives for humans to sit in their base or run back to turrets for shelter

spudwebb wrote:

a. Turrets no longer hold their fire if a friendly unit is in the way, they'll shoot through you to get at the alien. Stray bullets also hit other structures.

Viech wrote:

Speaking in game theory, this might be exactly what we want – a base that's stronger if it's on its own. On the other hand the base should also serve as an attack platform and furthermore I see no reason to abolish active defense in general. If you know a good way to make defenses stronger when they aren't close to teammates (as opposed to making them annoying when they are), name it! I think making structures cease fire when they could hurt teammates accomplishes just that to some degree but I agree that it's a rather subtle debuff when it comes to human turrets.

Honestly, this may not be necessary. I think there should be times when it's to your tactical advantage to sit in your base. It's just that it shouldn't be at the very start of a game or for prolonged periods.

spudwebb wrote:

5. Give aliens new ways to take out turrets.

Viech wrote:

Yes. This is my prefered approach. As I said earlier, camping only becomes an issue whenever it is efficiently preventing the loss of structures. Right now we are in the situation where alien offense weapons and human defense structures don't "scale well". It should be so that the efficiency of an alien (or a group thereof) scales smoothly with its price (linearly for simplicity). The same should apply to the build points spent on defenses. However, due to the extremely fast paced nature of the game (aliens kill structures very fast, therefor need to be killed by them quickly), and the low variety in both attacks and defenses (we have one type of turret) this isn't really the case right now.

I think you touched on something here. If there were a greater variety of human defense structures, then it could make skilled building more rewarding rather than spamming and it could encourage aliens to have to make decisions about which structures to attack and use different tactics. We should look at how other games do this. Even other genres. RPGs for example have a variety of traps, structures, debuffs etc.

spudwebb wrote:

a. Dretch can jump at a turret and grab onto it, preventing it from firing. Turret still turns around taking dretch for a ride. Maybe the dretch can swing it's body weight around and aim the turrets so they shoot at friendly structures/humans.

Viech wrote:

Not worth the effort given how quickly dretches die when fighting turrets (which they need to – when we had 35 hp dretches with the GPP style turrets the game was entirely dominated by dretches).

My idea was, reward skilled players who are good at playing dretches, the power to make it to the turrets and use this skill, penalize bad building and non-skilled players, well it's ok if they die trying.

spudwebb wrote:

b. allow advance marauder electric attack to go through walls and floors/ceilings.

Viech wrote:

No.

fair enough.

spudwebb wrote:

c. allow advanced marauder to absorb electicity from repeaters, tesla generators and release as a powerful blast.

Viech wrote:

Repeaters are already a weak point, especially when mara rushes happen. Teslas are pending removal as their role is already played by the current turret.

Instead of taking out tesla generators, why not find a way to differentiate them from turrets even more? see the point about more diversity of defense structures and making them situational.

spudwebb wrote:

d. Improve tyrant stampedes against structures, charging through them and leaving them in pieces.

Viech wrote:

Tyrants need a viable anti-base attack in general. It's only worth its price against players right now. Instant kill might be too much of it though. I will redesign the tyrant some day, but not before rewriting the alien evolution/attacks system in general (keyword: Perks).

Crazy idea: How about allow tyrants to 'pick up' and throw things, like aliens or humans a nice distance? You could throw friendly units over human defenses or throw humans at their own defense structures? Not sure. With a little creativity, tyrants could get more variety without necessarily becoming much more powerful.

spudwebb wrote:

e. allow granger spit to interfere with human buildings, until cleaned they no longer work.

Viech wrote:

Just like dretches, grangers aren't significant when it comes to attacking bases. Giving them a way to support a siege doesn't sound like a bad idea but disabling structures until they are cleaned pretty much requires you to have atleast one full time camper on your human team. :wink:

True, but encourages more variety in the gameplay, together with offensive structures.

spudwebb wrote:

6. Try different game modes. Eg. Clan Arena. No buildings. Last man standing wins for their team.

Viech wrote:

Not really a solution to problems in the main game mode. We won't work on additional modes as long as the main one isn't perfectly fun and balanced.

Could be easy to work on and give players a way to hone their skills. Right now ishq has to set up a map and use cheats to practice these player skills.

spudwebb wrote:

7. Create 'prizes' to go get in each base, like counting coup. Eg:
a. First human to damage the overmind gains a unique bonus, but the bonus goes away if he doesn't to damage for a pre-determined time. Once lost, the bonus is available for someone else to go get.
b. first human to kill a granger gets a bonus, but he only keeps it while he keeps killing grangers.

Viech wrote:

In general, this is too much arcade-ish for my taste.

I know it seems this way, but this is one way to reward skill, bring variety, give recognition. Did you know this is based on real warrior customs and acts of bravery?
https://en.wikipedia.org/wiki/Counting_coup
It could be as simple as keeping score of how many structures each player killed.

spudwebb wrote:

8. Incentivise FWD bases.

Viech wrote:

We've been doing that. A human forward outside your base is really dangerous allready and easier to setup than ever before (no repeater needed until it becomes a fully featured base). The unfortunate part is that they only work in early game as they are too risky/expensive to setup later on. I'd like a solution for that.

I agree with this. A lot of times, all your building happens early game, then you switch away from it and everyone fights. Making building more viable and interesting in late game could make things more interesting.

spudwebb wrote:

a. Give builder units more offense. Grangers and engineers are pretty much no threat. This makes building fwd bases harder. Make building fwd bases easier and more rewarding to encourage spread over the map.

Viech wrote:

Grangers have no issues because they can flee most of the time and can dodge humans on their way to the building spots. Human builders die easily to dretches if they're alone and I agree that they need a stronger defense. A pistol concept is done and waiting to be modeled, maybe this allows for more firepower.

It would be nice to make engineers/grangers a viable class to play throughout the game instead of having to switch in and out depending on bp or only when someone downs your armory.
Crazy idea: Grangers can poop out some sticky goo that makes people chasing them slower when they walk over it.

Here are some general opportunities for improvement:
-Grangers / engineers could be viable classes for attack
-Building could be more interesting ind mid and late game
-Building skill is not highly rewarded. More differentiation is needed on building skills. Spammed/ poorly built bases should be easier to attack. Well built bases should be harder to attack? On the alien side, I do like reconfiguring the base once you get advanced granger, it makes a big difference.
-Buildings are not varied and situational enough. More variety would lead to more variety of games. Maybe even different strategies. Maybe even different types of fwd bases and building offense. For example you could have aggressive fwd bases or stealthy fwd bases. I never even have to use radars to find bases since I know the maps, what's the point of radar again? Crazy idea: More stealthy structures, or structures that can surprise people. Right now if you inch around corners you can see alien structures before they see you and kill them with no risk.
-individual skill (non-building) could get more recognition from both teams.
-hitbox improvements could help increase skill differentiation and building differentiation
-weapons could use more variety, tactics / strategy could use more variety. I find it rewarding when I rush jetsaw, because it feels like it's a different type of gameplay. Also, a rocket launcher might be fun.


Re: Boring Camping Games

Posted: Wed May 07, 2014 12:22 pm UTC
by ViruS

If you lose structures, camping is already not viable as build points are lost. Camping is only an issue whenever the camping team can prevent the destruction of their buildables. In order to increase the general incentive to attack bases, this can help, but we are just coming from a state were enemies rushed past each other to score a base attack, which we didn't like this much and tweaked values to favor skirmishing some more.

On the cuboid mod (Teamulous, that "dead" game), killing players still earns the most funds but destroying buildables also earns funds, about 0.25 evos per turret destroyed. I reckon it works well and helps turn the tables against campers so I don't see why not.


Re: Boring Camping Games

Posted: Sun Sep 27, 2015 6:11 pm UTC
by illwieckz

I still don't understand why the dretch ability to bite structures was removed.

Biting successfully a turret as drecth is a skill I don't have and it's still hard to me, but I can't understand why a whole team of dretch can't do nothing against an empty base. It also means a whole team of dretch without om and eggs can't win if the human team have telenode, but a whole team of naked humans without reactor and telenodes can win if the alien team have eggs.


Re: Boring Camping Games

Posted: Sun Sep 27, 2015 8:36 pm UTC
by Ishq

It was added back for this week's devgame! Also, the experimental changes in the devgames have made games less boring (although slightly one sided.).


Re: Boring Camping Games

Posted: Mon Sep 28, 2015 6:58 pm UTC
by Ishq

Me too. If we can get sustained interest for multiple devgames a week, I'd be really happy. Unfortunately, we don't get that yet. Hopefully, we'll have full servers all day as we start ramping up towards beta.


Re: Boring Camping Games

Posted: Mon Sep 28, 2015 7:26 pm UTC
by Comet_

:drill: I don't go to many dev games specifically because they are on Sunday and I am mostly busy on Sundays. Different days would be good for me. :drill: