More Questions for the Devs

AoS requested options

 

I have a few request for the game development team for a few areas, I have been making some maps for the game and I have noticed a few issues that are game related, May I ask Clarification on the following options please.

1)      The ability to utilize the ground Tactics I feel are missing at the moment. I made a 3v3 map with a large playing field with cliffs to put defense up to utilize the high ground, I find the defense structures are in need of Base Radar area. All buildings should have a base range for radar and then putting up a radar to enhance the units range. I noticed that the enemy units were able to get right on top of the defense turrets before the turrets were able to shoot at the enemy target. I think a basic radar range for buildings is missing limiting the effectiveness of any defense structure.

2)      I believe a bonus for all units should be achieved when utilizing the defense levels of ground, for example…If I put turrets up on a cliff overlooking a Valley then those turrets should get a bonus for Damage resistance and to deal extra damage considering as they will be above the enemy attacking units and should be harder to be hit from enemy attacking units, and if they are on the high ground shouldn’t they receive a range bonus seeing as they are on high ground and should be able to see farther?

3)      Starting locations need to be set up so we are able to pick our start location, if you’re in a multi-player map playing as a team you don’t want most of your team mixed in on the enemy’s side. We do need to be able to put players in locations depending on their skill as well, if you have 3 strong player’s and a new player we would want to put the new player in a safer area so they can learn and support the stronger players.

4)      we need an option to ping the map so we are able to send commands to a team player, in team games the commanding officer will need to organize their team and issue orders or warn them of incoming enemy units

5)       Is there a manual to the map editor I would like to find out all available options and abilities available to make some real nice maps.

6)      Will this game support 5 v 5 6 v 6 8 v 8 what will be the Max game size I hope it will be at least 6 v 6 most people will be able to play a 6 v 6 if this engine is multi core and multi GPU. Then it will depend on the players internet speed. A connection meter added to game lobby would be helpful as well to determine if all the players will have the right tools needed to play games of that caliber.

7)      Can there be a satellite strategic view option added to the game, much like the space bar Map view but more detailed with a battle over lay option.

8)      I see your medic is a field medic of sorts but is not very smart, can you make it smarter so when it’s on patrol it will be able to repair all units in need of repair. I have to tell it to repair some units manually, and they should just go repair crazy when put on Patrol.

9)      Factories need to be able to issue Commands to units before they leave the bay, like assist a different factory or put on patrol… options like that so we are not always having to issue repeat orders to every unit that come out.

10)   When building multiple Factories we need to be able to select more than one at a time and issue build orders to all at the same time. ATM you have to select every factory one by one and issue build orders and check the repeated build box, you cannot select 5 or more Factory’s and  issue all of them the same orders they won’t take them, it will only issue the orders to one factory the rest won’t follow suit.

11)   Can there be a custom Map size added to the map editor we are in the era of Mega computing and this game should take the bull by the horns and make examples and statements to all other RST games, this game has the potential to be the most revolutionary and epic RTS game ever made the engine has this potential,

12)   How much does Oxide want for a licensed copy of the engine (if it’s available for a private developer) I have a game I would like to port to this engine, it’s just a web based text game but it would be great to make into a game on this engine. and it is by no means compared to AoS I mean no disrespect for asking this Question. So Please don't Ban me >:

13)   More to come… sorry if this has been Brought up but there is just so many posts that are redundant that I don’t have time to sit and read over every single thread to find one post out of 500 to answer my question,

14)   Does a team share resources or are they all set for individual player intake, If they do can a meter be added to show how much res id being shared and the option to stop and enable the res sharing

15)   unit movement and formations, can the ability to order your units to move in a specific direction and then when reaching their destination right click the mouse and tell them to set a specific layout/formation. or when they reach the needed location drag the mouse in the direction you want them to face with a arrow showing confirmation of the order?

16)   Opps forgot     here is a link to screenshots to my maps made to date. Custom Maps By DI Havoc

 

52,382 views 36 replies
Reply #1 Top

Do you have a FTP i can upload maps to so you guys can look them over and so other players can get them.

DI has a Team speak server were founders are welcome to join and chat about the game @ 198.23.236.177 Devs are welcome i can set you up a Channel just for you guys to chat with the founders if you need.

Reply #3 Top

lol, i am gonna tell you something cpletourneau the upcoming beta 1 will fix a lot of things.
The Dev's Said that the will not do anything to the map Editor till after they release the game and then they will work on the map editor for us.

Starting locations and pings will come to MP games and many other things. so just wait till Beta1 get released and see how much good work the Dev's have done, i am so happy for Beta 1 that i just cannot wait to get my hand on that Build. :grin:

Reply #4 Top

Is there a ETA ? .... Tomorrow would not be to soon >:

 

Reply #5 Top

January 28 :drool:

Reply #6 Top

I think the map editor was not even meant to be accessible to us at this point so they haven't done anything to make it user-friendly or provide documentation.

So are you and Di Havoc the same person? I had assumed you were going by another post but here you say, "DI has a Team speak server" so I guess you're not, unless you like to speak about yourself in the third person?...Ticktoc agrees :)

Reply #7 Top



AoS requested options

 

I have a few request for the game development team for a few areas, I have been making some maps for the game and I have noticed a few issues that are game related, May I ask Clarification on the following options please.

1)      The ability to utilize the ground Tactics I feel are missing at the moment. I made a 3v3 map with a large playing field with cliffs to put defense up to utilize the high ground, I find the defense structures are in need of Base Radar area. All buildings should have a base range for radar and then putting up a radar to enhance the units range. I noticed that the enemy units were able to get right on top of the defense turrets before the turrets were able to shoot at the enemy target. I think a basic radar range for buildings is missing limiting the effectiveness of any defense structure.
 
 
Radar won't necessarily help depending on the structure.  Sentinels, for instance, can only shoot on level ground.   What you want are weapons with ballistics.  The Artemis combined with radar is very effective at that.
 
The Substarte have a ballistic weapon structure in lieu of a ballistic unit. 
 


2)      I believe a bonus for all units should be achieved when utilizing the defense levels of ground, for example…If I put turrets up on a cliff overlooking a Valley then those turrets should get a bonus for Damage resistance and to deal extra damage considering as they will be above the enemy attacking units and should be harder to be hit from enemy attacking units, and if they are on the high ground shouldn’t they receive a range bonus seeing as they are on high ground and should be able to see farther?
 
Why should they get a damage bonus? They get a vision and range bonus already via the physics engine. 


3)      Starting locations need to be set up so we are able to pick our start location, if you’re in a multi-player map playing as a team you don’t want most of your team mixed in on the enemy’s side. We do need to be able to put players in locations depending on their skill as well, if you have 3 strong player’s and a new player we would want to put the new player in a safer area so they can learn and support the stronger players.
 
It's coming.
 


4)      we need an option to ping the map so we are able to send commands to a team player, in team games the commanding officer will need to organize their team and issue orders or warn them of incoming enemy units
 
Yep.  It's coming.
 


5)       Is there a manual to the map editor I would like to find out all available options and abilities available to make some real nice maps.
No. There's a reason it's a hidden feature. It's not supported.
 


6)      Will this game support 5 v 5 6 v 6 8 v 8 what will be the Max game size I hope it will be at least 6 v 6 most people will be able to play a 6 v 6 if this engine is multi core and multi GPU. Then it will depend on the players internet speed. A connection meter added to game lobby would be helpful as well to determine if all the players will have the right tools needed to play games of that caliber.
 
For 1.0, it'll max out at 6 players and 1 observer.  We plan to increase the max number of players to 14 in the future.
 
 

7)      Can there be a satellite strategic view option added to the game, much like the space bar Map view but more detailed with a battle over lay option.
 
Not anytme soon I'm afraid.
 
 

8)      I see your medic is a field medic of sorts but is not very smart, can you make it smarter so when it’s on patrol it will be able to repair all units in need of repair. I have to tell it to repair some units manually, and they should just go repair crazy when put on Patrol.
 
Unit AI will be one of those things that evolves over the years.  It's purely a human-bsaed strategic coding challenge.
 

9)      Factories need to be able to issue Commands to units before they leave the bay, like assist a different factory or put on patrol… options like that so we are not always having to issue repeat orders to every unit that come out.
 
Yep. It's just not in yet.
 

10)   When building multiple Factories we need to be able to select more than one at a time and issue build orders to all at the same time. ATM you have to select every factory one by one and issue build orders and check the repeated build box, you cannot select 5 or more Factory’s and  issue all of them the same orders they won’t take them, it will only issue the orders to one factory the rest won’t follow suit.
 
Yep. It's coming.
 
 

11)   Can there be a custom Map size added to the map editor we are in the era of Mega computing and this game should take the bull by the horns and make examples and statements to all other RST games, this game has the potential to be the most revolutionary and epic RTS game ever made the engine has this potential,
 
 
See earlier response.  The map editor is not something we'll be working on for consumer use before 1.0.
 
 

12)   How much does Oxide want for a licensed copy of the engine (if it’s available for a private developer) I have a game I would like to port to this engine, it’s just a web based text game but it would be great to make into a game on this engine. and it is by no means compared to AoS I mean no disrespect for asking this Question. So Please don't Ban me >:
 
A lot. :)
 
 

13)   More to come… sorry if this has been Brought up but there is just so many posts that are redundant that I don’t have time to sit and read over every single thread to find one post out of 500 to answer my question,
 
 
My pleasure.  You're posts have been very helpful and the least I can do is respond to your well thought out questions.
 
 

14)   Does a team share resources or are they all set for individual player intake, If they do can a meter be added to show how much res id being shared and the option to stop and enable the res sharing
 
We plan to let teammates transfer resources and buildings and units back and forth.  Hopefully before 1.0.  A lot of our effort right now is getting the Ascendancy Wars campaign in.  That task is pretty gigantic as we're building a pretty advanced trigger system for it.
 

15)   unit movement and formations, can the ability to order your units to move in a specific direction and then when reaching their destination right click the mouse and tell them to set a specific layout/formation. or when they reach the needed location drag the mouse in the direction you want them to face with a arrow showing confirmation of the order?
 
 
It's something we want to do.  Specifically we want to be able to take an army and then right-drag with it to switch between formations and facings.
 


16)   Opps forgot     here is a link to screenshots to my maps made to date. Custom Maps By DI Havoc


 

Thanks!

Reply #8 Top

Quoting Frogboy, reply 7
For 1.0, it'll max out at 6 players and 1 observer.  We plan to increase the max number of players to 14 in the future.

That is good to know...and 14?! That is a lot...and the map sizes that entails...epic.I still think it might hurt a little in some early reviews/sales when there aren't 8 players on release as people are used to and therefore expect that with the RTS games. (Obviously I understand there are reasons for that and you aren't releasing it with a limit of 6 players for the hell of it)

Quoting Frogboy, reply 7

We plan to let teammates transfer resources and buildings and units back and forth.  Hopefully before 1.0.  A lot of our effort right now is getting the Ascendancy Wars campaign in.  That task is pretty gigantic as we're building a pretty advanced trigger system for it.

Very cool with the unit/resources transfer. Rather leads on to the question: Will we be able to establish and break alliances real-time in-game and not just on the setup screen?

I had almost forgotten about the Ascendancy Wars. I don't know what form it takes but I'm hoping it is better than the PA's galactic campaign. I tried that recently for the first time and...yeah, it didn't grip me. I would just choose a normal AI skirmish over that every time.

Reply #9 Top

Quoting Ticktoc, reply 6

So are you and Di Havoc the same person?

lol no, why i am gonna use 2 Different Accounts? to talk to myself? no i am not that crazy yet.

I was trying to be nice and helpful.

 

Reply #10 Top

Quoting ASADDF, reply 10


Quoting Ticktoc,

So are you and Di Havoc the same person?



lol no, why i am gonna use 2 Different Accounts? to talk to myself? no i am not that crazy yet.

I was trying to be nice and helpful.

 

haha, sorry man, the question was aimed at the OP. You are a nice and helpful person :)

Reply #12 Top

Re # of players.

Essentially, we've made more progress on bandwidth use than I had anticipated we would.  So while we're locked on the # of players for now (UI, map designs, etc.) for now, it appears we could get to 16 players (14 humans, 1 neutral, 1 observer). It'll require maps and UI changes along with some changes to how we identify players internally.  

The first sign that it's coming will be the release of bigger maps with  more starting positions. 

Reply #13 Top

That's good, if the game can rally handle so many players with at least 2k units each than it will be really Epic Crazy :grin:

Reply #15 Top

Thank you Frog If you want specific info and need someone to help out on specific areas please feel free to contact me to help out ill be available ... im a disabled retired player and have lots of time to waste....

Reply #16 Top

Oh An idea for you to make life easier for such large games is, a network Calculator so the server can configure/average out everyone's network speeds and Catch the unfortunate players that have like a 1 mb con that would kill a 14 to 16 player game.

Quoting Frogboy, reply 7

 

2) I believe a bonus for all units should be achieved when utilizing the defense levels of ground, for example…If I put turrets up on a cliff overlooking a Valley then those turrets should get a bonus for Damage resistance and to deal extra damage considering as they will be above the enemy attacking units and should be harder to be hit from enemy attacking units, and if they are on the high ground shouldn’t they receive a range bonus seeing as they are on high ground and should be able to see farther?

Why should they get a damage bonus? They get a vision and range bonus already via the physics engine.

Radar won't necessarily help depending on the structure.  Sentinels, for instance, can only shoot on level ground.   What you want are weapons with ballistics.  The Artemis combined with radar is very effective at that.
 
my reasoning is even with Radar up with what we have now , units are able to get up next to a def turret without being seen (if on a cliff). it might be a bug ... but it looks like they have a direct line of sight and not unidirectional sight. If i have a turret or unit up on a cliff edge they should be able to pick up enemy units that are inbound below them should they not? (Before they are right below the unit on the cliff).... i will test it some more but this will be a huge disadvantage if people are not able to utilize a cliff for def purpose's
 
Thank you for your time
Reply #17 Top

Quoting Frogboy, reply 13

Re # of players.

Essentially, we've made more progress on bandwidth use than I had anticipated we would.  So while we're locked on the # of players for now (UI, map designs, etc.) for now, it appears we could get to 16 players (14 humans, 1 neutral, 1 observer). It'll require maps and UI changes along with some changes to how we identify players internally.  

The first sign that it's coming will be the release of bigger maps with  more starting positions. 

Thanks for the explanation, the sharing of this sort of thing is much appreciated.

Quoting cpletourneau, reply 16

Thank you Frog If you want specific info and need someone to help out on specific areas please feel free to contact me to help out ill be available 

You can get in the line with the rest of us for that sort of opportunity :)

Reply #18 Top

Did the Devs confirm whether the keys would be re-bindable or not come release? Didn't want to start a new thread about it but reading stuff about the new Homeworld game and one of the frequent complaints I come across is about the keys not being re-bindable.

Reply #19 Top

Keyboard reconfiguration is on the list but I am not sure if it'll make it in for 1.0.

In particular, we want people to be able to map wasd for map movement.

Reply #20 Top

Quoting Frogboy, reply 21

Keyboard reconfiguration is on the list but I am not sure if it'll make it in for 1.0.

In particular, we want people to be able to map wasd for map movement.

Yeah, I think part of the feedback on homeworld was for wasd, part on principle/desire to change to personal taste, and part was from left handed players.

Reply #21 Top

Ironically, I am left handed. :)

Reply #22 Top

Keyboard config is important for release, mostly because a lot of high end youtubers like TB who are going to promote this, might bash on the game just purely for this reason. Im not to fussed but obviosly first impressions mean a lot.

Reply #23 Top

Quoting z3k0n15, reply 24

Keyboard config is important for release, mostly because a lot of high end youtubers like TB who are going to promote this, might bash on the game just purely for this reason. Im not to fussed but obviosly first impressions mean a lot.

My thoughts follow your own, not too fussed for myself, especially as I know it is coming later, but first impressions mean a lot.

First impressions are so important. I can guarantee you that some of the negative reviews for this game on Steam written during EA, even as far back as October when we were still around version .6 will still be sitting there unedited 12 months from now. It must be incredibly frustrating for developers when things have been patched and improved but old and no longer applicable reviews hang around and put people off. Not much to be done about it except to have a good product you can stand behind (obviously) and have good communication with the community so they know things are coming or getting addressed.

If I was Steam I would put in a minimum play time before people can put up reviews. 0.6 hours doesn't really cut it, positive or negative. Obviously you could get around it by leaving the game to run in the background but it might help a little.

Reply #24 Top

Any Ideas on Templates and Key Macro Binding, multi commands in one key. EI: lay a bunch of metal extractors bound to a key of your fav maps and building layouts?

Reply #25 Top

Quoting ASADDF, reply 10


Quoting Ticktoc,

So are you and Di Havoc the same person?



lol no, why i am gonna use 2 Different Accounts? to talk to myself? no i am not that crazy yet.

I was trying to be nice and helpful.

 

 

And yes clpetourneau is the mice guy....

DI Havoc is the Asshole part of my persona >:

 

Ya i lost my mind about 10 years ago .... maybe longer