[A] "NoNameMod" - Page 3
Forum Index > SC2 Maps & Custom Games |
Samcai
Belgium58 Posts
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Kabel
Sweden1735 Posts
I want the mod to become a bit more stable before I make it public again. (So the obvious broken/boring/bad stuff is fixed at least..) However, everyone is free to join as a playtester on EU, typically during evenings, where we discuss, play, explore and test the mod together. (And I collect valuable feedback..) I announce every playtesting session here in the thread! It might be some playtesting tonight, with the new patch that is now finished, if I get back home in time.. >.< | ||
Samcai
Belgium58 Posts
May be there tonight ! | ||
Kabel
Sweden1735 Posts
Brief summary of the changes:
Short explanation why I test this new worker production system: Earlier, each race produced workers at a constant rate - one every X seconds, throughout the game. A consequence of this was that a player could fall behind early in the game, due to losing workers from harassment or from an early push. It can be hard to "come back" into the game again when behind early, and thus get a good, even and fun match. After all, the difference between two players having 5 vs 10 workers is more severe, compared to having 15 vs 20 workers. Hopefully will this new worker system contribute to falling behind early becomes less... brutal. Players with few workers in play can easier "bounce back" to a decent number of workers. Keep in mind - the exact numbers in this system surely needs to be modified, so there is a good balance between players ability to come back, players ability to defend themselves, and the strength of harassment. Losing workers shall of course still hurt players, but it should not be game ending... at least not too early. Ps. Thanks to MaskedImposter for helping me build a first version of the trigger used for worker production! Ps2. I am aware that some units seem to be unbalanced, but I will not mess too much with unit stats yet. I rather try to focus on the more essential mechanics in the game, such as economy, macro, defenders advantage, etc. | ||
Kabel
Sweden1735 Posts
I will be online on EU ca 21.30 CET, for the reminder of the evening... Join chat channel NNM if you want to play or observe some games | ||
Kabel
Sweden1735 Posts
Join the chat channel NNM if you want to play or observe some games. Alternatively, add me on B.net: Gossen.927 | ||
TelecoM
United States10583 Posts
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Kabel
Sweden1735 Posts
Very short summary of the changes: - Modified some units, abilities and the economy - Added a first bunch of upgrades for all races - Bug fixes If anyone want to playtest or observe some games with me tonight, feel free to join the chat channel "NNM" on EU. I will be online from 19.00 CET Ps. I generally write short patch notes at this stage in the development, unless there is something very specific that really needs to be explained or motivated. | ||
Kabel
Sweden1735 Posts
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Kabel
Sweden1735 Posts
Edit: Playtesting over for tonight | ||
Kabel
Sweden1735 Posts
Or add me on B.net: Gossen #927 | ||
RFDaemoniac
United States544 Posts
I think the worker build time slowing down the more workers you have is a relatively smooth way of balancing. Have you done work to justify this with theming or lore? Either in the starcraft universe or any other? | ||
Kabel
Sweden1735 Posts
I am currently working on a major patch, that I intend to upload next week, which will hopefully be a step in the right direction. : ) @Theme/Lore - The overall simple "theme" in this mod is that players are landing with a small expedition of workers in a new world, in order to establish an outpost and exploit the resources. (Mineral, gas and the new structure that is currently called "Generator", which is essentially Xel Naga remains...) The workers are calldowned from some kind of Expedition Fleet / Mothership / flock of Overlords that orbit the new planet. They "exist" in the sense that players can calldown workers and other equipment from them, down to the ground... (I am exploring how to further connect this to the gameplay, in various ways) However, this particular mechanic - that workers are produced slower the more you have - might not make sense from a lore perspective. I use it purely as a simple balance mechanic. | ||
Kabel
Sweden1735 Posts
Overall improvements: - Completed the tech tree for all races - Completed upgrades for all races - Completed spellcasters for all races - Adjusted the economy (especially so early and mid game feels more interesting) - Adjusted relationships and interactions between units (especially core units) - Added ways for players to easier end the game in the late game (earlier, games tended to drag out) - Units that pop out from Barrack, Gateway and Hatcheries are invulnerable for the first seconds. (Testing this as a way to allow players more control and a better chance for comeback when their production facilities are under attack.) This mod is of course not 100% completed yet. Much of the content in it will still surely need to be modified, both for design and balance reasons. But for now, I think this is a decent start. I will explore different map layouts now to find something that seems to fit with this mod. When I feel satisfied will I make it public. In the meanwhile, below are three screenshots of some of the units and spells in the game: | ||
Kabel
Sweden1735 Posts
If anyone is interested in participating, feel free to join chat channel NNM on EU at 20.00 CET to play or observe some games. Or add me on B.net: Gossen #927 | ||
Kabel
Sweden1735 Posts
I've been busy with life for the last month, so I haven't spent any time developing and playtesting this mod in a while now. When Blizzard released their huge patch 3.0 a few weeks ago, it unfortunately broke quite a lot of stuff in my mod, that I now need to fix. (Many other mappers had similar issues with their projects.) I will wait for LoTV to be released, then probably continue developing this. | ||
Samcai
Belgium58 Posts
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