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smith
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Posted: 16 Sep, 2008
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Joined: 02 Aug, 2008 Posts: 402
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I think we need a steadier flow of the minion things, more weaker ones for sure. The field can feel a little empty and a few more minotaur would just make you more important. There are more reasons I`m just tired and have other things to do. Make them worth less for experience but a steadier flow.
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PheonixIV wrote: There's no such thing as enough suffering.
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PheonixIV
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Posted: 16 Sep, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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BulletMagnet
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Posted: 16 Sep, 2008
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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i'm quite certain that this will be changeable via game settings later on.
[EDIT:] if not, i can always make a 2x creeps mod.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Lt_hawkeye
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Posted: 16 Sep, 2008
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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also, it may be like this for balance reasons(of course its still beta 1) cause loads of creeps means Demigods like the Torchy can level up really quick
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Reaver
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Posted: 16 Sep, 2008
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Joined: 15 Feb, 2007 Posts: 1118 Location: Empyrrean
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so can RooK, hammer smash ftw...
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Corrosive
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Posted: 16 Sep, 2008
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Joined: 12 Apr, 2007 Posts: 2225 Location: E.D.N.III
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proper adjustements and balance implementation can make more creeps a good addition.
currently this is my biggest gripe with the beta.
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DeadMG
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Posted: 16 Sep, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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PheonixIV wrote: smith wrote: I think we need a steadier flow of the minion things, more weaker ones for sure. The field can feel a little empty and a few more minotaur would just make you more important. There are more reasons I`m just tired and have other things to do. Make them worth less for experience but a steadier flow. I agree with this entirely. I think the Engine is really being underused, with some experimentation i was able to double the number of spawns with very little appreciable impact on the system, DG should really take advantage of it's ability to have giant wads of units everywhere.
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Lt_hawkeye
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Posted: 17 Sep, 2008
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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even though i said about balance stuff, i do have to agree that more creeps is needed, though during my tests it sure was fun and rather awesome to see my Torchbearer blast away 40+Creeps and gain about 4 levels ^^
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Kyrein
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Posted: 17 Sep, 2008
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Joined: 04 Aug, 2008 Posts: 162
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oh the awesomeness of a walking WMD......
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smith
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Posted: 17 Sep, 2008
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Joined: 02 Aug, 2008 Posts: 402
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hawk, you should release a mod that changes this in the beta
_________________
PheonixIV wrote: There's no such thing as enough suffering.
More suffering is always an option. Always.
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Lt_hawkeye
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Posted: 18 Sep, 2008
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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can be easily done, and now that sorian has made mod support 
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Kyrein
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Posted: 18 Sep, 2008
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Joined: 04 Aug, 2008 Posts: 162
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We are gonna have to lock you all in a room with computers and modding software....
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BulletMagnet
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Posted: 18 Sep, 2008
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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Kyrein wrote: We are gonna have to lock you all in a room with computers and modding software....
sounds like fun. where do i sign?
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Kyrein
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Posted: 18 Sep, 2008
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Joined: 04 Aug, 2008 Posts: 162
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on the dotted line
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OrangeKnight
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Posted: 18 Sep, 2008
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| Forum Scout |
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Lt_hawkeye
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Posted: 18 Sep, 2008
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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no need.
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Teseer
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Posted: 23 Sep, 2008
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Joined: 23 May, 2007 Posts: 492 Location: Tampa, FL
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Might be a good idea to scale the exp with the thickness of the creep mass.
Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick.
Double the creeps? Half exp per each kill.
And a random amount of creeps for ranked would keep things intresting 
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isik
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Posted: 13 Oct, 2008
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Joined: 05 Mar, 2007 Posts: 8448
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Teseer wrote: Might be a good idea to scale the exp with the thickness of the creep mass. Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick. Double the creeps? Half exp per each kill. And a random amount of creeps for ranked would keep things intresting 
So then nukers get normal exp, while snipers get half exp? 
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PheonixIV
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Posted: 13 Oct, 2008
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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isik wrote: Teseer wrote: Might be a good idea to scale the exp with the thickness of the creep mass. Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick. Double the creeps? Half exp per each kill. And a random amount of creeps for ranked would keep things intresting  So then nukers get normal exp, while snipers get half exp? 
Serves em right.
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BulletMagnet
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Posted: 13 Oct, 2008
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Joined: 05 Oct, 2007 Posts: 16426 Location: camping near the biggest power-up
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simple; apply half-exp. to splash/AoE only.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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smith
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Posted: 13 Oct, 2008
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Joined: 02 Aug, 2008 Posts: 402
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BulletMagnet wrote: simple; apply half-exp. to splash/AoE only.
_________________
PheonixIV wrote: There's no such thing as enough suffering.
More suffering is always an option. Always.
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Teseer
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Posted: 16 Oct, 2008
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Joined: 23 May, 2007 Posts: 492 Location: Tampa, FL
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isik wrote: Teseer wrote: Might be a good idea to scale the exp with the thickness of the creep mass. Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick. Double the creeps? Half exp per each kill. And a random amount of creeps for ranked would keep things intresting  So then nukers get normal exp, while snipers get half exp? 
Last I checked their was AOE EXP gain.
Didn't realize they changed it.
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Vid-szhite
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Posted: 14 Dec, 2008
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Joined: 09 Mar, 2007 Posts: 8914 Location: In Soviet Russia, computer owns you!
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Minions seemed fine to me. I should check out Beta 2 to see what's changed.
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