More players

Any topics about cruiser command
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WhyteDragon
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Re: More players

Post by WhyteDragon »

Puddlejumper wrote:Actually we had a game with 12 players last night that I thought went well (if a little bit of a blitz). Also found another game a couple days ago of smaller but still enjoyable scope. All it took was resourcefully finding players through groups/teamspeak.

So I wouldn't call it dead at all. In fact calling it dead is the quickest way to kill it. The problem is in the marketing - really getting a game started requires a matching system beyond what Bliz gives since you need to find somewhat trained players.

Teamspeak is not marketed in a clear way to new players as a way to connect/find games in addition to communicate ingame - also the SC2 "Groups" have some use but once they get too large you can no longer see the members to PM them when they are online to ask if they are interested in a game.

I think all this game needs to be quite sustainable is a better matching system or way to notify if players are online / available to play. Then market it well and put that procedure into the tutorial and game info. Teamspeak may not in itself be enough.
I wouldn't call the groups entirely useless. Whenever I can, I always recommend people join the Cruiser Command group and enter Chat whenever they log in as a signal that they're there and ready to play. The issue, well... not everybody cares to.

As a rule of thumb I try to add anyone who says that they enjoy the game so I can pester them whenever I want to try and start a group up. I usually don't see many people when I'm on during the week, but during Fridays and Saturdays I can usually take part in a large number of games.

Again, it sort of gets back to the 'wall' of cruiser command that is called depth and teamwork. If there was a match making system, that would do a large part in overcoming the obstacle. However, we lack the method and likely the player base right now. If CC pulls into a standalone then things start to change significantly. However, CC's selling point is heavy teamwork orientation -- something many Starcraft II Arcade players don't want to bother with.
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Re: More players

Post by Puddlejumper »

Really starcraft needs to be completely redesigned on the cruiser command model!

Maybe if there was a single player CC more people would learn how. Instead of going even against another ship it would involve lots of AI smallships harrassing in waves or something like that.

My bunch has found CC to be kinda fun on a 1v1 basis, although not sure if all would agree on that. I definitely like it better than most of the other arcade options.
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Red-Rocket
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Re: More players

Post by Red-Rocket »

or make it co-op to defeat an allround better CC ai with more advanced ships out...The Dreadnoughts have come!
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Meanme
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Re: More players

Post by Meanme »

Red-Rocket wrote:or make it co-op to defeat an allround better CC ai with more advanced ships out...The Dreadnoughts have come!

When you say it like that it reminds me of super special edition 13 special forces from hell or something. If your already playing against an upgraded bc, you change the entire game. It is no longer team vs team oriented, it is just outsmart the computer ai (which in of itself isn't very hard) and stay alive. I believe we need to find a different solution.
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Red-Rocket
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Re: More players

Post by Red-Rocket »

well nothing seems to fix all these problems with CC =( the only semi-answer seems to go standalone
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Caladbolg
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Re: More players

Post by Caladbolg »

it's actually the veterans that are missing at the moment.
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"

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zakhennahr
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Re: More players

Post by zakhennahr »

We're just on at semi-exclusive times, apparently.
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Meanme
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Re: More players

Post by Meanme »

Welcome to college. Or university if you prefer that term...
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Sky
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Re: More players

Post by Sky »

Yeah, that's me right now.
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