...Hunch: Might Giving the Shuttle to a different player while the Reavers are spawning help?
This would have the same effect as simply moving the shuttle onto the field slightly later, which I am already doing in 2.63. Now if the shuttle was permanently owned by a different CPU for it's entire lifetime on the battlefield, that would prevent it. This is effectively the idea that Rivalz has:
I was also thinking why not have 2 computer players per team? They would have different colors BUT one color would be reserved exclusively for the special heroes, this would also make it easier to track the heroes across the map. Not talking about the hero units that spawn with normal builds like the BC but just heroes from the special reserved buildings.
This would mean there would be 4 CPU players, leaving only 4 human slots open, so only 2v2 games would be possible. Most people seem to prefer 2v2, but 3v3 is also fun. It would be a rather extreme change to reduce the number of human players on the map, simply to fix the reaver freezing problem. Alternatively it might be possible for the shuttles to be owned by P9 and P11 or something like that.
1. Why use vespene resource? Why not just either...
A - Adjust the message displayed to reflect the amount of seconds based on the countdown timer (if infrastructure is displayed as down for 20 seconds but takes 42 seconds on the countdown timer, make the message say infrastructure is down for 42 seconds)
B - Adjust the death count on the infrastructure delay to be 20 seconds on the countdown timer. (I believe if you have hyper triggs running its roughly around 8 or 9 death counts per second but the math can be done by watching the countdown timer after building your first gas)
If I were re-making the map, I would probably key the resource rates to the countdown timers, rather than real time seconds. The map I based this off, DS Night Final, used real-time seconds, so I just stuck with it.
Anyway you're missing the main point here: vespene isn't used for anything anyway, so why not add a nice player-friendly feature to the map? This is one of the things that people particularly like about my map. Simply making the on-screen text display more accurate/different numbers doesn't solve the problem, for a variety of reasons:
1. Players often just don't read messages, or don't understand them
2. Players may miss the message
3. Players may build multiple gas at once, so now they have to remember to add the times together in their head
4. When your silo is destroyed, 25 seconds are added to the income freeze; again this has problems with 1-3, compared to simply adding 25 to the vespene count (thus lengthening any timer already active).
5. From a player perspective, if you know you have to go AFK for a brief time you can build gas to effectively 'pause' your involvement in the game and go and do whatever it was; having the timer there helps you know how long you have and when you get back you can quickly see how much time is left.
6. From a pure gameplay experience, if the enemy booms or spawns some impressive new army, it's nice to know that you only have x seconds to wait before you can start building again, rather than twiddling your thumbs wondering when it'll come back up. This is particularly bad in older DS maps where the cooldown can be as much as 5 minutes: pretty bloody boring staring at the screen for that long without knowing exactly when you're going to be able to start building again.
Really this is simply good game design - inform your player of important information wherever it is easy and elegant to do so. In all recent Blizzard games, they have a timer system showing you how long until an ability is usable again after it's cooldown. This is really no different.
2. Why not just set up the boom prevention to only allow a player to boom if enemy has at least x amount of units on your side of the board?
Because this is hand-holding. I'm not trying to protect people from making stupid decisions: booming when there's 2 enemies (or no enemies) on their side of the map. It's there to protect people from simple dumb mistakes such as accidentally sending 2 booms onto the beacon at once or two team members not communicating and doing it accidentally. In practice, I've personally only ever had this fire a couple of times for me, but judging from my play experience of other DS maps without this feature, it probably kicks in once or twice for some player on the map in about 1 out of 5 games. When 2 booms are used instead of 1 for whatever reason, it really is pretty game destroying because booms are so vital to the end game. I've been in DS games where people quit as soon as 2 booms were used because there's really no point playing with such a huge disadvantage after that.
I could add a system in place that tells you when your ally has built a special, for example, to stop teams from accidentally building two at the same time. But I figure that this is a part of team play, especially as specials are end-game. To give such a warning would be too much hand-holding and would give weak/disorganised teams an advantage compared to strong/organised teams, when the strong teams should be rewarded for their ability. Similarly I could tell you exactly how many gas a particular player has built, rather than just on a per-team basis, but I figure the extra layer of obfuscation here introduces an element of uncertainty and therefore more risk and fun.
This would be more accurate than the death counters im assuming you're using to prevent at game start and after ally has used.
Eh, not really. Any trigger system can be made 'accurate', it's just a question of how much effort you want to go to. As it is, the DC system is not very complicated at all. It's also already implemented and appears to work without bugs; so it would be more 'effort' to implement the system you propose instead (or in addition-to) compared to what I already have.
Post has been edited 2 time(s), last time on May 14 2012, 8:56 pm by Lanthanide.
None.