Starting Game Tweaks
Posted: Sat Mar 16, 2013 6:24 pm
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.