Starting Game Tweaks
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DumbMarine
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Starting Game Tweaks
Tweaks for the starting game:
Move the starting position of the players to the hangar deck, possibly between the two orange elevator beacons. This moves players closer to the hangar, the most important part of the ship early-game. It also makes it easier in telling newbies to go to the hangar when they start right next to it.
Possibly close off the area above the construction terminal for the very beginning of the game to avoid having newbies wander up there and getting lost (I dont know how they manage to get lost when there's only two directions, up and down, but somehow...). Keep it open mid and late game for debris and predator trackers to land.
Freeze the BC's power before the game starts, aka when we're waiting on one person to ready up.
Disable BC physics before the game starts so that asteroids don't collide into it.
Spread people out a bit when starting so that in a 6 person team one player doesn't get trapped by everybody else. You can't move until they move, which becomes an apparent problem when they're all newbies reading the tooltips while your marine desperately moves in circles trying to escape their prison.
Move the starting position of the players to the hangar deck, possibly between the two orange elevator beacons. This moves players closer to the hangar, the most important part of the ship early-game. It also makes it easier in telling newbies to go to the hangar when they start right next to it.
Possibly close off the area above the construction terminal for the very beginning of the game to avoid having newbies wander up there and getting lost (I dont know how they manage to get lost when there's only two directions, up and down, but somehow...). Keep it open mid and late game for debris and predator trackers to land.
Freeze the BC's power before the game starts, aka when we're waiting on one person to ready up.
Disable BC physics before the game starts so that asteroids don't collide into it.
Spread people out a bit when starting so that in a 6 person team one player doesn't get trapped by everybody else. You can't move until they move, which becomes an apparent problem when they're all newbies reading the tooltips while your marine desperately moves in circles trying to escape their prison.
"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
"We're caught in a tractor beam! It's pulling us in!"
- Red-Rocket
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Re: Starting Game Tweaks
also another thing, can we have the power at weps 40, sheilds 25 and engines 40? this will give a newby team a chance and on how power distrubution is like, and it helps because we always haft to go from 100 to 0 and 10 to 80-100 takes time and isnt neccesary
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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DumbMarine
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Re: Starting Game Tweaks
Start the core at 105% as well.
"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
"We're caught in a tractor beam! It's pulling us in!"
- Red-Rocket
- CCI
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Re: Starting Game Tweaks
100% because 100% improves core stability if you get hit and you dont know how to improve core stability and they can feel like a boss once they figure out you can go to 105%
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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DumbMarine
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Re: Starting Game Tweaks
If you get hit? What do you mean? Getting hit doesn't do core stability damage.
I would prefer not leaving non-obvious things for newbies to 'just figure out', because meanwhile the first five games they're in they're disadvantaged on top of being newbies, and I don't expect a newbie to come back for game six if they lose their first five games because "oh you didn't know you could do this? silly you". Granted, it's a minor thing, but still.
I would prefer not leaving non-obvious things for newbies to 'just figure out', because meanwhile the first five games they're in they're disadvantaged on top of being newbies, and I don't expect a newbie to come back for game six if they lose their first five games because "oh you didn't know you could do this? silly you". Granted, it's a minor thing, but still.
"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
"We're caught in a tractor beam! It's pulling us in!"
Re: Starting Game Tweaks
Getting hit by yamato does 15% damage to core
I believe some missile also damage core...
Beside that, I think they are pretty much all good little tweaks...
OH - freeze the marines before game start too. I got myself into navigation once twice before the ready menu left...
I believe some missile also damage core...
Beside that, I think they are pretty much all good little tweaks...
OH - freeze the marines before game start too. I got myself into navigation once twice before the ready menu left...
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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DumbMarine
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Re: Starting Game Tweaks
I'm pretty sure even the newbiest of teams can get to the power console for the first time before being hit by a yamato.
If not we may need to beef up the tutorial some more.
If not we may need to beef up the tutorial some more.
"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
"We're caught in a tractor beam! It's pulling us in!"
- Red-Rocket
- CCI
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- Joined: Fri Oct 05, 2012 5:00 pm
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- Location: North America
Re: Starting Game Tweaks
if they touch the tutorial
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Starting Game Tweaks
Patience will be the key to getting new members into the community, not the tutorial...
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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Re: Starting Game Tweaks
completely agreed with cala everyone, EVERYONE, needs to step up and teach people who are worth teaching, plus i perfer the starting positions where they are at simply for power and all the millions of tasks the man operating the bc has to deal with, also the run to the hangar bays usually results in players arriving downstairs at slightly different times, prevents little bits of hull damage on departure.
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