[quote who="Sargeras77" reply="2" id="3622929"] Most definitely still room for improvement. Just a good step in the right direction. [/quote] Yup
Andre_B
[quote who="Star8urst" reply="9" id="3622914"] The good thing about the Dark Reign unit AI was that you could do multiple things at the same time ... like have a few factories that made unit with the Harass AI which kept the enemy busy or distracted while you could attack somewhere else. Not all of us want to do 60 clicks a minute to co-ordinate 3 armies on three fronts at the same time while defending your bases from attacks. Some of us actually enjoy settin
Well Dark Reign was a more focused RTS, where you could actually micro your units, you also had resource transporters like workers. It was a very micro focused game, sure it had some cool things, but i dont get the automation argument here, since we already have armies that micro themselves. Now i believe scouting should be done by the player and not automated, otherwise more posts about the game being slow would start to show up. Search and destroy, isnt that what the player
[quote who="Waza88" reply="3" id="3622882"] It already takes like 10 minutes to move from one edge to the other in larger maps [e digicons]X([/e] [/quote] Yeah i mean an increase in player cap would be awesome.
[quote who="Sargeras77" reply="10" id="3621566"] I am so excited for the modding possibilities. Mods are the reason we still play TA/SupCom/SOASE today. Nothing refreshes a game more than custom units/game types. Personally I'm not too experienced with making units and such as most of my modeling experience is in AutoCad for industrial applications but knowing what the community is capable of makes me excited! If anyone out there is super savvy, start wor
Yes 1 and 4 and 5 seems great suggestions. I heavily disagree with 2 and 3, mostly because automating constructor like that would remove a bit of the mechanical component of the game where no fitghing is happening. You would present nothing to the player to do rather than just wait for stuff to finish. I bet this would give a lot of players the feeling of the game being slow.
Yes i do feel theres an improvement, might just have been performance related, or overall getting used to how the game plays. I still feel that it isnt quite there, with the accuracy of the commands, and the UI feedback is still a bit strange after you queue move commands e.t.c.. But i also feel iam enjoying the game more than before.
[quote who="chemie99" reply="11" id="3622728"] by autobuild, I meant that select engineer and task to resource node and he builds the right resource collector on all the open spots. That would save a ton of clicks [/quote] You mean like area mex? where you drag a circle over an area and it builds all extractors in said area maybe. But only if the map size increases like 10x would i even begin to support such a feature. Currently the maps are too small in scope
[quote who="ASADDF" reply="55" id="3621247"] Homeworld:DOK was not able to keep its players in the game after finishing the campaign, because of the only 5 MP maps? is that the real reason for them to loose all its player base? or because they got into a MP game to try and did not find anyone to play with? Well anyway AOTS is shaping really well, and I want to say that I am a very proud of you guys, your doing a good job, I do hope to see you guys making the Nitrous Engine way
[quote who="Frogboy" reply="44" id="3621070"] Our advantage is that we can afford to continue working on our game for years. As in, a full time working on the game. The last PA: Titans update was last October and it was just a MP match making patch. [/quote] Thank you, i mean not many people/developers would share so many information with random people on the internet. It does indeed help get into the developer mindset a bit. I think the wilingness to
[quote who="Frogboy" reply="35" id="3620083"] We need to be very very careful about over-emphasizing the importance of MP. *I* love MP. You guys love MP. But if we can get even 10% of the active player base playing MP games I will be extremely happy and surprised. Ashes is going to get around a 76 metacritic score. It's going to lose points because: The in-game campaign polish isn't as good as Starcaft/Homeworld </o
[quote who="ASADDF" reply="17" id="3620541"] Quoting snierke, reply 14 Are the units ment to be highlighted every time you select them, regardless of zoom level? No, The Glowing colors should appear only when you are zoomed out and you cannot distinguish what kind of units you have, and when y
Looking great ;) And yes more engineers! who doesnt like tons of workers in their base!, it can make sniping build power more usefull thant it is at the moment.
I need gameplay videos, screenshots maye even a demo. About being groundbreaking, it wont be but if it will be a homeworld style large scale ground combat it can be very unique in its own way. And just because a game isnt that groundbreaking doesnt mean it cant be good. Wait and see, they have been working on this for years, my only issue is that gearbox has a very bad name to them when it comes to allowing the developers of the games they publish to support their game post la
[quote who="eviator" reply="12" id="3612732"] Quoting Frogboy, reply 11 When we get to the Beta (later this month) that's when we'll want to see if we've fixed it. The 0.71 code base is from November so there's a lot of fixes that have gotten in. We think we've fixed it but we have also thou
Man i think i need to make some videos/screenshots, ive seen some similar issues. Even units inside an army not moving at all when pared with specific cruisers.
Yeah i mean when they add wrecks, which have been confirmed after release, we can have a reclaim feature implemented, so that you can reclaim wrecks and your own buildings and units. I bet it could be usefull to either get free logistics or getting resources back. Granted its not a core super important feature to be focusing now but hopefully in the future.
[quote who="Ticktoc" reply="3" id="3612425"] I think they are going to have to provide information about which continent each player is on, or show player ping or do what most games do and let the player choose USA, Europe etc. for their multiplayer. Otherwise they risk a lot of people on their forums complaining about performance not realising it could well be a symptom of playing against someone on the other side of the planet. For your situation I guess you can try more gam
[quote who="tatsujb" reply="36" id="3612131"] Quoting Sargeras77, reply 27 as someone watching this game the lines between mexes are just really intrusive to my immersion. I've mentioned this before but I would like this to be a toggle-able option. Maybe make the actual territory outlines be faint lines on
So far they look cool on paper, but cant really say anything without trying them.
[quote who="Ticktoc" reply="1" id="3612417"] I've seen it happen occasionally a patch or two back with individual units but what you say sounds exceptional. Did you find out where you opponent is geographically in relation to you? Just wondering if it is lag. Your system notes the damage but theirs doesn't hence they stay alive but go into negative. When I used to do long distance online ARPG games I would face invincible monsters at times when the lag/packet los
After a loong while i managed to find a 1vs1 multiplayer game. However the neutral creeps did not die at all, they even had negative HP, heres a screenshot for proof. The creeps 99% of the times didnt took any damage at all, all i did in this game was rush the capture point with constructor units before the creeps spawned but after i took the first node every single creep was invinsible, only very rarely being destroyed. <img src="http://i.imgur.com/jzrx
I think i now understand why they said the substract looked better than the PHC.
Better have it done and good and then open the flood gates for the friends :D