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Forums -> Footmen Frenzy XV -> So Things May Look Dead...
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| Author | Message | ShadowDestroyer Administrator
 Posts: 360 Group: Administrators Status: offline | | January 11th, 2010 6:24 pm | #1 |
And the website is, but the game is not... Well, not as far as development at least.
Other things to come in addition to the previously posted changes:
- Healing Circles: Salves are going away. Instead there will be a healing circle that disables your hero and heals them while you stand on it. This heal will be MUCH faster than salves. The circle can be used once per minute (but the cooldown starts when you start healing, not when you finish healing).
WHY? Originally, the game had base healing, but the game was not ending; stalemates would occur. My solution maintains NORMAL base healing, without having the sloppy salve fix, and actually provides faster regen.
- Spawn Cap: A population cap for spawned units is being implemented. Note that this cap will be very generous. However, players will start with many more footmen, causing them to be in danger of hitting the spawn cap.
WHY? This should be obvious. There are several reasons:
1. Too many units = Less focus on micro
2. Too many units = Pathing lag
3. It stops players from letting two players fight and then killing them both with a massive army.
4. It stops people from wanting to be the last to attack mid.
- Archvault Aura: The mana aura will probably change to % increase to mana regen, rather than a % of max mana per second.
WHY? 1% mana regen for heroes with over 1000 mana is ridiculously fast. But for strenth heroes, it's kinda lame in comparison. Overall benefit of controlling the middle will probably be less, but you will still have access to archvault items.
- Efficiency: The map has lots of loose ends and memory leaks. I plan to try to fix some of these memory leaks for efficiency.
WHY? -.- I think a better question is why WOULDN'T you?
- Tier System: Fuck it. NoHunter's tier system is much better at this point, I will probably use theirs (with some minor changes of my own). I don't feel bad changing it, considering I am currently using a slightly edited OLD tier system of theirs right now. However, as many saw back when I was implementing the system, the tier polish will be much greater.
WHY? The current system is incredibly imbalanced. Some tiers are better without upgrades, some are better with upgrades, ranged units have standard damage types (making them OP vs. heroes). In addition, most players just use mass attack and ignore micro, because the benefit of micro isn't there.
- Base Morph: By default, bases will be unable to attack. You can enable your base to attack by disabling your unit spawns.
WHY? Also to prevent stalemates and keep games from going on forever. In addition, it prevents players who choose to go all hero from having their creeps fed on. That may be a fair counter penalty, but many OP items are being redone anyhow, so hopefully it'll balance out.
- Super Heroes: Gone. They are not balanced, no one uses them, they are lame and stupid.
WHY? Like I said: They are dumb.
I don't want to reveal my plans for Starcraft 2, but I have several pages of things I wish to do with Starcraft 2 Frenzy (or other name). These are a few of the ideas I had, but the tier system in SC2 will be MUCH MUCH different.
I'll give you a hint:
1. You won't have issues with being forced to choose a tier based on your auras.
2. You won't have to switch between large numbers of units, causing the counter system to be overwhelming and stressful.
3. There won't be a monetary penalty for switching what unit you spawn.
4. Racial advantages will be much more exciting. The Shadow of Destruction | ShadowDestroyer Administrator
 Posts: 360 Group: Administrators Status: offline | | January 13th, 2010 10:54 am | #2 |
Just to give a hint as to the amount of optimization...
Every trigger that spawned a unit was leaking, even if the unit didn't spawn. Quite litterally, a few minutes into the game would have over a thousand useless variables generated.
For example, within the first 5 minutes, every player would accumulate 1 leak for every unit that would have spawned if they were EVERY TIER at one time.
In other words, this was making the WC3 pathing really bad and MIGHT have been causing the random crashing. The Shadow of Destruction | |
Clan Mord
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