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A game changer

Posted: Mon Dec 15, 2014 7:17 pm
by WaterKrafter
Before you read this, I took absolutely no time to read other topics on this ;) don't get to mad if it sounds weird.


Ahem....

More people, that's it just more slots for people. You could always have someone on power science weapons navigation, even making items. all the ships could be taken, a lot more complex bc fights and harassment, its self explanatory how this would work out

Re: A game changer

Posted: Mon Dec 15, 2014 7:51 pm
by Dreadnought
of course, in a (VERY) hypothetical 100v100 you can have 3 people controlling power, and coordinating eachother on moving stats at a faster pace then just by themeselves, and/or multiple weapons consoles firing different kind of weapons, and multiple sciences all working together to properly counter each weapon that is being fired by, (damage reduction, conversion to energy, feedback, idk) and huge fleet battles over massive fields of astroids, also a lot more space for Battlecruisers, detailing back corridors and areas that have destructable things (like engines, a couple infiltraters get in by ships and warping, meet together and blow the engines from the inside, disabling boost and 75% engine speed, and people having to get to that area to repair em so power guys can properly use them again....also, upgrades consoles, several people upgrading different things, someone is upping BC, another is constructing more consoles and the last is working with small ships on upgrades. ya...lots of stuff can happen lol...
Many things can happen with a standalone ^^ but lets stick with simple stuff first, then start adding more complex stuff (actually, just start with basic, then when you upgrade, you get more consoles and more weapons and tricks and defenses to deal with, thats good design, start of simple to get people into the mode of things, then slowly add more and more, then before they are know it, they are coordinating complex attack patterns and are able to watch many things at once)

Re: A game changer

Posted: Tue Dec 16, 2014 12:24 am
by Degra
There is a hardcoded maximum of 15 players.
12 players + 2 BC AIs is already 14, so adding another player per Team is not an Option.

Re: A game changer

Posted: Tue Dec 16, 2014 12:46 am
by Dreadnought
Degra wrote:There is a hardcoded maximum of 15 players.
12 players + 2 BC AIs is already 14, so adding another player per Team is not an Option.
Oh really? where are you finding that in the standalone code?

Re: A game changer

Posted: Tue Dec 16, 2014 5:12 am
by Degra
No, the standalone obvfiously doesn't have the limitation.
I thought you were talking about SC2 CC.

But it's still really unlikely to get bigger games than like 8v8 going.
Not to mention it would just be chaos and unmanageable.

Re: A game changer

Posted: Tue Dec 16, 2014 7:33 am
by Siretu
Degra wrote:No, the standalone obvfiously doesn't have the limitation.
I thought you were talking about SC2 CC.
We're in the standalone forum ;)

Re: A game changer

Posted: Fri Dec 19, 2014 7:46 pm
by Degra
I posted my previous post on my smartphone, so I obviously had it zoomed in and didn't see the top left text saying "Board index » Cruiser Command » Standalone game"
My apologies then.

On topic: I think with how the scale is planned, we could work towards a standard match size of 10v10.
Although the higher our match size is, the exponentially harder it will be to grow a proper community.
It might be successful with 5v5 but nobody's gonna wait until a lobby has 20 people for a 10v10 if the community's too small.

Re: A game changer

Posted: Sun Jan 25, 2015 2:09 pm
by Siretu
I agree, I might go for a standard of 5v5 and then just let it scale with different BC types and worry about balancing later.

Re: A game changer

Posted: Sun Jan 25, 2015 2:56 pm
by slapshot
In programming, there are basically 3 numbers: 0, one and many - basically it should be super easy to scale as needed