[mod]Experimental Gameplay

Release and discuss things you've made, including mods.
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Gireen
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Re: [mod]Experimental Gameplay

Post by Gireen »

I think its more something for a smaller update after 0.52.

For once i am not sure if it is a good idea.
In games with low player count its definitive good but with more players a dedicated builder reduces the positive effects.
The process of waiting to continue building could also be needed for a positive build experience. ( sounds silly but waiting is also a game :bugeyes: ).
There is the problem with griefing or lack of communication. With the build queue a single builder can use up all available build points in a matter of seconds.
Then there are the miners witch, now even more easy spammed around the map, can turn into a Sisyphus work to destroy in late game.
And finally there is also the technical problem that the "growth" of buildings doesn't work anymore. The client calculates the growth based on the build time (when its placed) and the build time (how long construction takes) from the config. So at the moment growth is removed on Experimental with the build queue.

Regarding the theme of this topic, making the game more fun with less players. its still making bots better at the moment. :yawn:
In irc was mentioned to have some sort of PvE similar to the old training server.
I think that will probably be the best way to go having humans play against a team of bots or just along with two bot teams playing against each other.
With the different to now that bots would play a "normal" game as close to how it would work with humans.
Witch means building and basic tactics like camping (defending :smile: ) or cooperative attacks.
For something like that i think some kind of rts ai that manages a team would be useful.
Since its exactly what happens in other rts only games.
Base building, moving of units, resource management, expansion, attacking, defending etc

fear ma engrish :granger:

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Gireen
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Re: [mod]Experimental Gameplay

Post by Gireen »

I think i also start posting changelogs here :bugeyes:

Currently difference to Unvanquished 51.1
  • no ping noise
  • Buildqueue
  • Secret tips in menus :O
  • New ways to close circlemenu, toggle is used by default
  • Barricade Hp +50%
  • Armory tab with forward key
  • Commands for bots
  • Tyrant buff

    Code: Select all

    clawDmg 100 > 80
    clawRange 100.0 > 128.0
    clawWidth 14.0 > 20.0
    clawHeight 20.0 > 30.0
    trampleDmg 85 > 110
    trampleRepeat 300 > 800//Time until charge rehits a player
    
New with v18
  • Weighted rewards, easy kills give less reward, hard kills more
  • rewards for destroying buildings
  • Marauder nerf

    Code: Select all

    zapDmg 60 > 55
    zapChainRange 150.0 > 120.0
    zapChainFalloff 8.0 > 9.0
    
  • Flamer nerf

    Code: Select all

    damage 14 > 12
    igniteRadius 50.0 > 45.0

fear ma engrish :granger:

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Gireen
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Re: [mod]Experimental Gameplay

Post by Gireen »

v19
  • turn armor into additional health
  • reduce difference in damage zones

    Code: Select all

    Multipliers for all classes
    head 1.2
    legs 0.9
    rest 1
    

fear ma engrish :granger:

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illwieckz
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Re: [mod]Experimental Gameplay

Post by illwieckz »

Gireen wrote:New ways to close circlemenu, toggle is used by default
I haven't tested them thgat much but I rememeber some talk about “push to open the circle menu, release to close”, but did you implemented simple single-key cycling? Like: “q, open weapon menu, q, switch to upgrades panel, q, close menu, q, open weapon menu again, etc.”, same will evolve: “q, open evolve menu, q, close menu, q, open menu, etc.”?

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Gireen
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Re: [mod]Experimental Gameplay

Post by Gireen »

illwieckz wrote:but did you implemented simple single-key cycling?
yesnt
illwieckz wrote:“q, open weapon menu, q, switch to upgrades panel, q, close menu, q, open weapon menu again, etc.”
no
illwieckz wrote:“q, open evolve menu, q, close menu, q, open menu, etc.”
yes

but you can change tabs also with +forward

fear ma engrish :granger:

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freem
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Re: [mod]Experimental Gameplay

Post by freem »

I have noticed that human weapons deal a lot less damages (roughly 30% less) to alien players (or bots) but not to buildings. Can't find anything related in the configs (after unzipping the dpk).
Is there is a change on how damages are dealt to alien players?
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Gireen
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Re: [mod]Experimental Gameplay

Post by Gireen »

A bug in some calculations did reduce all damage by 30% for humans and aliens.

fear ma engrish :granger:

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