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Tender Peaches

The Point of Contention Thread

What are your usual availabilities for the timeslots below? (all times EST)  

22 members have voted

  1. 1. Weekdays Evenings : 7PM - 10PM (excluding Fridays)

    • Generally available
      13
    • Depends on the day
      5
    • Generally unavailable
      2
  2. 2. Saturday Mornings : 10AM - Noon

    • Generally available
      8
    • Sometimes available
      9
    • Generally unavailable
      3
  3. 3. Saturday Evenings : 8PM - 10PM

    • Generally available
      10
    • Sometimes available
      5
    • Generally unavailable
      5
  4. 4. Sunday Mornings : 10AM - Noon

    • Generally available
      9
    • Sometimes available
      6
    • Generally unavailable
      5
  5. 5. Sunday Nights : 8PM - 10PM

    • Generally available
      14
    • Sometimes available
      3
    • Generally unavailable
      3


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Reminder that we're playing tonight, at 8PM EST onwards for as long as we can run 3v3s. Here are the most recent changes, try to pay particular attention to them to make sure they're working correctly :

 

1.14 (live)

> Fixed a bug where some units did not regain energy over Methane vents

> Fixed a bug where solar units that went Out of Energy would not return to normal after regaining energy

> Fixed a bug where cloaked units could not uncloak when they were being detected

> Added a tooltip to the Ability icons displayed when a unit is selected in the Unit Select dialog


1.13

> Implemented units for Universalist : Shades Mk7, Revenants Mk3, Behemoths Mk7, Eagles Mk6, Pelicans Mk7, Tyr Magnus, Gear-Doc Mk4, Onnir Primus

> Removed vision of enemy units' Energy bars

> Shocktrooper's Shades now accurately use a Laser weapon

> Adjusted Ubiks to accurately match their SG counterparts : Tactician’s Ubiks now shoot pink-tinted projectiles, while Shocktrooper’s Ubiks are now Haltyrs

> Implemented Ghasts for all classes, along with a functionning Cloak/Detection mechanism

 

As always, if you see any behavior that does not seem to be working as intended, point it out, even if it's not related to the changes above. Replay support is enabled by default, so all the information I need is the time at which the bug happened.

 

See you folks tonight~

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Starcraft II's communication system is lumbering and totally inadequate. Glad you could find us in the end, the games were pretty fun :P. We had a good string of 4v4s running, hopefully the upward trend keeps up.

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I'm available!

Numbers #1 in showing up on time!

 

It was fun last night and I can't believe I ran out of NRG. What a waste at the end.

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Yeah, going OOE is really unforgiving right now. Since there's not 15 people on each team, getting TKed takes a lot longer, especially if you're deep in enemy territory. I'll make OOE units able to move after a couple of seconds because right now the point of the game is to play, not to stand idle for 5 minutes.

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Could make units have a lower limit of 1 energy? That way they can still move, can't shoot, and can't activate boost...

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No, because since that's a change to a unit's property, it will need to be done on each individual unit which is a colossal waste of time. The way it'll work is that after 10 seconds, the "Out of Energy" behavior expires and you can just run around with 0 energy. Since this is a change to a single behavior, it'll take anywhere from 2 to 6 seconds to change it back to unforgiving status.

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It was fun as heck.  It recreates the SG experience VERY closely.  More units, features, stats and most of all PEOPLE will round out the experience.  Then on to "U" weapons? bwahahaha :)

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Wow. That's.... awesome.

 

It was fun as heck.  It recreates the SG experience VERY closely.  More units, features, stats and most of all PEOPLE will round out the experience.  Then on to "U" weapons? bwahahaha :)

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Many exciting possibilities will be open to us and we won't be able to do them all, but what they all have in common is they focus around a battle of Shattered Galaxy. Once we get that done, we'll start considering what other cool shit we can do :P

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U Wights?

 

Unsure how you'd implement U weapons though, since its not a MMO and I don't think the game engine supports similar features.

Actually you can. There are a bunch of games out there right now that keep track of stats and actually load them for the games.

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U Wights?

 

Unsure how you'd implement U weapons though, since its not a MMO and I don't think the game engine supports similar features.

 

I'm not even sure what you're trying to say.  This mod has a default group of stats.  If we implemented U weapons, we'd create a mech-centric stat to choose, equipped entirely with the U weapons.

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As Rice said, U-weapons would most likely be implemented as a 6th class with high MA and equipped with U-weapons when possible. Whether or not that's doable will depend on how much space we have left on the map. It's definitely one of the simplest options, but it requires a lot of monkey work.

 

Keeping track of stats between battles is possible, as Drog pointed out. It's probably the most attractive option out there, since it could allow us to branch out to a -lot- of different avenues, all more interesting than the next. For example, setting up Regiments would be possible by setting down a primitive, chat controlled invite system and whatnot.

 

Yes, many amazing units are not in the game right now. Doesn't mean we need to rush things and screw up the balance. Because yes, we're already talking about balance. We want to make this game public once we achieve a semblence of balance+variety equilibrium, which will most likely be achieved near the ~20/25 units benchmark. The earlier the better, and the only way to achieve earlier results is to keep the game as balanced as possible by implementing the right units in the right order. As much as I'd love to add Arbs, Pigs and Vults all at once, the game would turn into a glorified game of whackamole.

 

That being said, Arbs are one of the units with the highest priority right now. Pigs are also planned to be released in a not-so-distant future. We're going with a pattern that alternates between simple and complex units, primarily to make sure we have at the very least one new unit per week if a complex units ends up taking too much time to set up. If things go smoothly, 2 new units per week is the benchmark we're trying to achieve.

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Thanks for the great explanation of units/thoughts on the future of the units.

 

---

 

Are there any units you are not going to add because of 1.) Too damn difficult to make it work in the game. 2.) Just not worth to add to the game because we never used them or they didn't have a worthwhile roll ??

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If we had the $ and the talent, we could buy the rights to Shattered Galaxy and just create a sequel!

 

Thanks for all the hard work, look forward to next sunday!

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We wouldn't be making this game if we didn't plan to overcome whatever obstacle we stumble upon. We've vanquished the kindgom of Cloak and puppeted the state of Crash to Desktop and will continue to charge forth to victory, until we finally recreate the exact feeling of a battle of Shattered Galaxy. We have yet to make a single compromise about anything, and the plan is to keep it that way as long as we can.

 

Of course, we all know it's not going to replicate -exactly- the feeling of Shattered Galaxy, Unavoidable limitations like Starcraft 2's 7v7 player capacity can hardly be dealt with. Even the editor is showing is age and showing that some actions tought simple would require sprawling and exhausting workarounds... while others would simply be acknowledged "impossible" by Blizzard staff. So far though, we've simply managed to avoid the asteroids and we think we can achieve all we want with the tools we have. Once we finally have that first solid platform to stand upon, we can start checking out what madness we could incorporate to the game.

 

Some tweaks have been made, usually in order to compensate for the much smaller size of the map. For example, when you hover over a unit's armor, you can see its movement speed - every unit has the negative debuff. It's simply a percentile value we can change in order to adjust the flow of the game. Back in the day, the first games were found totally hectic because we hadn't changed the Speed values from SG, and the mix of measurement units not being the same + smaller map size contributed to every unit being overpoweredly fast. You couldn't keep up with your shades because you spend most of your time scrolling your screen around. Thus we slowed it down by around 30%ish percent, and it seems to be the sweetspot. Similar measures had to be taken for things like Range and Sight Range. They are applied to every single unit that is being created, so the balance stays. As for damage, armor and HP, all the values are exactly the same but divided by 10.

 

Regarding units we think of not making, while it seems to clash with our exactitude policy, we're considering not creating a couple of units, merely because they're fucking retarded. I don't want to honor the absolute disgrace that were Lithubiks. Likewise, the Triage/Volte/Mantlet garbage is not worth all the space it's gonna take. There's an intermediate stance where we'd just recreate the units without the whole Deploy thing - I remember Voltes were pretty effective tanky EMPers and Mantlets had decent armor. Regardless of which choice we make, we're keeping those trash units for the end. Maybe they'll end up being implemented as cooler versions of themselves, maybe just disregarded altogether... but at this stage it's not even close to be a priority. Oh, and if anyone was worried about the Momas... they're on the fence. They're relatively simple to implement and would actually look really fucking cool in SC2, but let's face it they're absolutely horrible units with no advantage whatsoever over anyone at anything at all.

 

Otherwise, pretty much everything else is in there.

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Exciting!  I'm looking forward to see how the following units look and work in SCSG2:

 

Virus

Nukers

PEGS

APPS

Knells

 

Also super excited about:

Banshees

Arbs (what unit!?)

Pigs

Albs

Imps

Red Eye

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