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The Super Melee wars

The Super Melee wars

Just remind yourselves that you signed up to see the inside baseball.

As I type this, the team is playing multiplayer Super Melee in the other room.

In no particular order, here are things we are discussing:

#1 Fleet building: Make a deck vs. Dynamic response

We have both but only one way is going to survive to release.  One path lets you set up the order in which your reinforcements arrive in battle when a ship is lost. The other path lets you pick the next ship after seeing what your enemy has on the board.

#2 Solo vs. Teams

We may offer both modes but that depends on the schedule.  Only one is likely to survive into the beta though.  One mode has 3 on 3 Super Melee with the AI handling two teammates for you.  You can instantly jump into control of an ally with the tab key.  The other mode is 1 v 1.

#3 Camera 

The camera can be angled any way you want it.  The question is whether the camera should, by default, zoom out to show all the ships at all times or leave it free form so the player can zoom in and rotate the map as they see fit.

Feel free to discuss here.

158,416 views 117 replies
Reply #101 Top

The camera would actually zoom in much to close in SC2.  I would hope that there is no zoom level equal to the closest zoom of SC2.  SC2 had too many levels of zoom, and would zoom in too close at the highest level.  The many levels of zoom were due to screen resolution and are not necessary today, the closest level of zoom in SC2 was just a mistake.  With modern screen resolution only 2 levels of zoom are needed.  You might use 3, or even 4, but 2 works best as short, medium, and then radar is BVR range.

Reply #102 Top

^ I think you need a zoom-in limit (where it's not too close) and the rest is dynamic (where it fits both ships on screen). I don't feel like zoom levels are needed.

Reply #103 Top

Quoting Hunam_, reply 102

^ I think you need a zoom-in limit (where it's not too close) and the rest is dynamic (where it fits both ships on screen). I don't feel like zoom levels are needed.

I think you need to amend this to take into account one of your previous statements...

When I asked this set of questions...

"Question for everyone. If you are in a 1 on 1 fight, when would you ever want to not have all ships on screen? When would you want to zoom in close to your ship and not see the enemy?"

You said...

Quoting Hunam_, reply 40

^ What about arenas where if the ships are at the opposing edges of it your ship turns into 5x5 pixels plop and you can't even tell its orientation?....... What if there are hazards around you at that time?... Whatchu gonna do then, genius?

I am not disagreeing with you, but I think you need to take the idea farther to address the shortcomings you brought up. (And I've seen you drop hints elsewhere that show that for the zoomed out view, we are on the same page.)

Reply #104 Top

^ I remember what I said, nothing I mention is my final decision here (not until any type of hands on), I hope that's understood. We're just bouncing ideas with whatever little info that we have.

My reply was to Kavik's idea of zoom levels. I don't think we need levels (if we have to have zoom) - it makes zooming interrupted and not fluid/continuous as dynamic zoom.

 

Quoting IBNobody, reply 103

When would you want to zoom in close to your ship and not see the enemy?

I'm fine with any zoom level as long as I see my ships orientation and my ship isn't taking quarter of my screen space (figuratively speaking). I'm even fine with no zoom at all if arena size can be comparable with screen size. Maybe there could be a locked zoom level and some panning if arena is slightly bigger to fit the screen. Screen resolution issues kick in at this point.

Reply #105 Top

Actually I think a "constant smooth zoom" is going to be very distracting.  Instantly snapping between the two relevant view ranges is much better.  A constantly changing view area size is just going to be awkward and distracting.  Harder to maintain a perspective of where you are in relation to the rest of the map, too.

 

Reply #106 Top

Quoting Kavik_Kang, reply 105

Actually I think a "constant smooth zoom" is going to be very distracting.  Instantly snapping between the two relevant view ranges is much better.  A constantly changing view area size is just going to be awkward and distracting.  Harder to maintain a perspective of where you are in relation to the rest of the map, too.

But... We had constant smooth zoom 20 years ago, and it wasn't distracting.

Reply #107 Top

Smooth zoom is the way to go.  No disruption in the player's ability to calculate and control the ship. Snapping would involve more recalculation.  I loved the zoom in SC2.  It was a great way to deal with the ships. (And was a fun way to find if you were getting close to the cloaked Ilwrath!)

Reply #108 Top

As I remember it, the original SCII snapped between 4 or 5 different zoom levels based on range.  It wasn't a constant expanding and contracting of the screen, which I think will be very distracting and disorienting.

 

Reply #110 Top

You're right, and that has a very unique feeling too it.  Definitely, if it is just going to always remain 1v1 Supermelee and they never plan to make more of it through DLC or something, that does give SC a unique feeling that only it has.  I would keep that, too.

It doesn't work for more than 1v1, but if there will never be more than 1v1 then that really is part of the unique feeling of SC.

 

Reply #111 Top

I wish we could see a video of each camera in action.

I am also concerned about having an arena that allows hiding. This really favors a ship that is fast to stretch out a match against an opponent they can't kill.

It would be interesting to have an arena that shrinks the longer a battle goes on.

Reply #112 Top

Quoting Khronobomb, reply 111

I wish we could see a video of each camera in action.

I wish we could see a video of combat as it is now. We saw the video from awhile ago, but it was pretty basic since it was super early development.

Reply #113 Top

It wasn't clear which SuperMelee camp won out...

In the September update, Brad reported the following...

 

Camp 1:

  • This vision of Super Melee focuses battles across the entire solar system.
  • There are multiple planets with their own gravity wells to contend with.
  • It is 1 ship vs 1 ship at a time
  • and the camera is tilted at around 45 degrees.
  • ~When ships get to the edge of the arena they bounce off the edge.~
  • You have radar to display the entire star system
  • but you don’t necessarily see the other ship at all times on your immediate screen.

Camp 2:

  • This vision of Super Melee is very similar to Star Control 1 and 2.
  • You have a single planet
  • but the arena has other objects that can affect the battle as well (gas clouds, ion storms, power up areas, power down areas, etc.).
  • The camera is top down
  • or very close to it.
  • When a ship reaches the edge of the arena they wrap to the other side ala Star Control 2.
  • Both units are always on the screen.
And then Brad said the following...
  • #1 Fleet building: Make a deck vs. Dynamic response
    • ~One path lets you set up the order in which your reinforcements arrive in battle when a ship is lost.~ The other path lets you pick the next ship after seeing what your enemy has on the board.
  • #2 Solo vs. Teams
    • ~One mode has 3 on 3 Super Melee with the AI handling two teammates for you.  You can instantly jump into control of an ally with the tab key.~  The other mode is 1 v 1.
  • #3 Camera 
    • The camera can be angled any way you want it.  The question is whether the camera should, by default, zoom out to show all the ships at all times or leave it free form so the player can zoom in and rotate the map as they see fit.

I went in and ~italicized~ the ideas that lost out and emboldened the ideas that won. But there are still quite a few ideas that conflicted that weren't resolved in the update. Can we get clarification on the planet count, arena scale, radar/screen presence, and camera angles?

 

It would go a long way toward showing us that we were making a difference with our feedback.

 

EDIT; Dammit! The new forum code broke strikethrough!

Reply #114 Top

1. One on one ships
2. You pre-select your fleets but after a ship is destroyed, you can pick your next ship
3. Ships, when they meet the edge of the arena will wrap to the other side. It’s not realistic but otherwise, the balance is in favor of maneuverability versus speed (i.e. trapping someone in the corner would be a dominant strategy).

They already said that they were testing both cameras. We probably will still see camera testing when we get Super Melee in January.

The fact they did not mention the space traps/debris/gas clouds, sounds like that is still being tested and I hope we get to test it in January. I prefer these ideas on paper but they may not be wise from a competitive game play standpoint. Especially with some ships using them to extend matches cause the other ship is a melee ship.

The Solar vs planetary combat sounds like it is being tested and I hope we get to try both in January. I prefer the planetary combat, due to it being more realistic than zinging all over a solar system. Planets with moons are like mini solar systems. They can even have gas and asteroid belts.

Radar is a good idea for the over the shoulder camera, but it needs to be spoof-able from hazards and abilities.


Reply #115 Top

I think they should make the "terrain" selectable, like the original "top down shooter" Space Wars.  In Space Wars there was a keypad and a list of options you could pick for the fight, like putting an asterisk in the center of the screen that had gravity.  That's what they should do with this simple supermelee.  Have it default to an empty "open space" map, but have a list of options to add a star at the center.  Or a planet with moons for multiple gravity well.  Asteroids?  Comets?  Occasional AI UFO that gives some type of bonus, maybe 4 crew replenished, for killing it?  Or maybe a Battle Station at map center instead of a star.  Minefield for the Battle Station?  DefSats?

I think there should just be a screen of options that players can mutually a agree to using as part of starting a battle.  You could have two boxes next to each during game start, and each option chosen by both players is then active during that fight.

 

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Reply #116 Top

Quoting Kavik_Kang, reply 115

I think they should make the "terrain" selectable, like the original "top down shooter" Space Wars.  In Space Wars there was a keypad and a list of options you could pick for the fight, like putting an asterisk in the center of the screen that had gravity.  That's what they should do with this simple supermelee.  Have it default to an empty "open space" map, but have a list of options to add a star at the center.  Or a planet with moons for multiple gravity well.  Asteroids?  Comets?  Occasional AI UFO that gives some type of bonus, maybe 4 crew replenished, for killing it?  Or maybe a Battle Station at map center instead of a star.  Minefield for the Battle Station?  DefSats?

I think there should just be a screen of options that players can mutually a agree to using as part of starting a battle.  You could have two boxes next to each during game start, and each option chosen by both players is then active during that fight.

 

I always love options. Your idea to let both players have some control over each map you play on is really cool. Like either randomize their choices or 1st battle is chosen by whoever has to pick their ship second.

I had to laugh that you want to turn the  Arilou Lalee'lay into target practice for health power-ups.

Some of your options would be awesome if they implement 3 vs 3 play.

Reply #117 Top

Can we get an update on which elements in particular won out or are still in play? (See my post from Nov 1st.)