Xenoswarm - callout for mappers!

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Comments

  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    lol @ octogenarian gamers. Defend your base from waves - retrofit one of the last stand maps but timer seriously needs to be in game for this. I'm concerned with the 'escape from the aliens' scenario - with 6 players the max of 30 aliens just doesn't feel OVERWHELMING the way I'd want that map to. That said it would be pretty easy to take one of the current maps and fit it to a series of triggers turning on wave spawners, and turn them back off once up to a certain point.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    You can specify now max npcs, npcs spawning rate in the map_settings from eem.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    @DarkSeraph I also heard from Jim the other day that the timer GUI might now be working. I haven't had a chance to test it yet though, with all the bug splatting I've been doing :]
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Actually I just realized the issue with the defensive map is it's very difficult to scale the number of units that will spawn - since they aren't progressing through a map you can't use a series of triggers and spawn one each; instead you have to find a way for one trigger to capture the number of players and adjust number of spawning NPCs. I'm saying the game won't scale well, at 6 people it would be really easy.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    I'm not sure of a good way to solve that one. Maybe we can add an option that counts the number of players on the spawner's opposing team and multiplies the spawned amount by that many?
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    lock the player count to four players max and scale the health and frequency of enemies depending on how many players there are (between 1 and 4).
    I think there's a few reasons most coop games tend to have low player counts, lag, balance etc. you don't want your games turning into some crazy lag fest with no teamwork, I think locking the player count through the mod is a good idea tbh.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    edited August 2013
    I hate artificial limits, please don't add a hard cap, just make it known that the mod only supports so many players and anything more may cause problems, 6 is recommended, speaking of which please remove the cap on combat as well, most servers will stick to 24 max but if some want more for a bit of fun whats the harm?

    Anyway after playing the mod quite a bit now i think the main issues are bugs and lag, no game goes for long without tons of lua errors showing up in the console, there appears to be some issues with movement as well, sometimes you can't walk backwards or get stuck a bit.

    Id like to see more interesting stuff than just shooting aliens, perhaps small tasks to do as you go, building turrets feels a bit wasted as by the time you set them up all the aliens are dead and you have to move on, a fast build turret you can pickup and move might be better, really tho we need points where you have to defend for a while before you can move on etc.

    Is it possible for gorges to build hydras etc? Adding that sort of thing along with better ai and tasks as you go around the map will make the mod feel a lot more fun i think.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited August 2013
    The problem is with leaving player counts unlocked is it becomes hard to balance for higher player counts in a way that doesn't effect the game play in a negative way. Bullet sponge or crazy laggy hordes of bugged out aliens really don't sound like great fun to me. I think it will also lead to messy game design if the mod lacks a strong vision for what they're trying to achieve. Why make life harder for yourself by trying to cater for a wider range of player counts?!
    There's a reason L4D, alien-swarm, gears of war, Borderlands and other coop games come with a lower, locked player count. Its worth limiting the players to create a more enjoyable experience. I would personally rather have 4 players having a great time than 10 players having an okay time.
    I agree with the other suggestions though. You could slow the players from rushing or make them wait by having them escort and arc on a linear path that blows down clog walls or whatever.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    I get what you're saying but you can simply balance for 4 or 6 players and recommend that amount, make it known thay more might negatively affect game play and leave it up to servers to decide, that way everyone wins, at the moment most servers only have 6 slots anyway so they already know whats best.
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