Overrall gameplay is fun - but could be better with a dificulty option Reaper recruit could use the reapernojet model having the barracks deploy reapers like the truck shop did in factory ships- except with an upgrade system like fighters with reaper recruits,reapers, and merc reapers being able to build shrike turrets on bunkers onw more type of worker (lightning projector) harvests minerals without having to return to cc ( 0.5 mins per second - or 0.25) Now that healing turrets are more effective this may not be much of an issue anymore, but I could just give everything invulnerability if it is really a problem.ĩ ) Maybe with an upgrade at some later stage, but probably not by default. Do you mean specifically having your zoom level readjusted each time? I'm not sure how but I could probably save that via trigger.Ĩ ) The Stardrive already gets temp invulnerability during cutscenes. my immediate plan is to make the cutscenes shorter and shorter the deeper into destination depth you get, meaning later stages would generally just be an establishing shot of a few seconds and then back into gameplay. Vespene costs have been reduced all around until it is a little easier to acquire.ħ ) Cutscenes: yeah, I see how they can become tiresome the 10th, 40th time you see them. Mine Nodes too.ĥ ) Dopey Hydralisks: The Zerg wave drop pod spawners aren't fixed yet but the Primal Zerg wave now has a first pass at a replacement drop pod spawner that scales with the number of active CCs.Ħ ) Why Vespene? The costs could just as easily be baked into minerals like you said, but I do like the idea of two resources. This should help with Protoss and Space Pirate waves especially.ģ ) Gauss Rifle damage now mentioned on the tooltip (8 dmg).Ĥ) Shrike Turret upgrade is now more modestly priced to encourage use. Fighters and your Battlecruiser may be healed manually. The longer term idea with the Nomads is that they will also be used for long-distance harvesting of special wave resources, but for now they are essentially just a SCV+.Ģ ) Healing Priority: This was recently fixed, healing turrets will now only autocast on structures. Which destination were you going to those first 5 times you were getting slaughtered? The Zerg stages ramp up slower than the other ones.ġ ) Why 3 econ units? Each unit returns a different amount of minerals, the SCV is 5, Nomad is 10 (just fixed), and the Crazyhorse is 15. I only spent about an hour with it though. That's probably all the issues I could see from playing. It kinda sucks to get thrown into the next level when your ship is burning down.ĩ) On that note, and probably a larger change, it'd be even nicer if destroyed structures got rebuilt for free after each stage. After a few tries, they become just plain annoying.Ĩ) It'd be nice if your units got repaired after each stage. The cutscenes are barely on the side of "not annoying" the first time you see them. Same goes for the battlecruiser hero's repair beam.ģ) There doesn't appear to be any way to find out how much damage the "marines" that you buy for the bunkers deal.Ĥ) The upgrade for the strike turret costs as much as 3 extra strike turrets, but doesn't even give a bonus greater than a single strike turret.ĥ) The hydralisks in the drop pods will often just stand there doing nothing if there's nothing for them to attack.Ħ) Is there a gameplay reason for having vespene as a 2nd resource? It would appear to me that it's purpose could easily just be baked into minerals.ħ) I don't know if it's just me, but I hate having camera control taken away from me, especially when it's not for a good reason. Not only are they really ineffective, but they often get "stuck" healing free fighters over expensive turrets. Seems easier to just have all SCVs.Ģ) The repair structures are atrocious. DON'T READ ON IF YOU JUST WANT PRAISE.ġ) What's the point of having 3 different economy units? 2 of them are just plain identical (costs double, harvests double), and all 3 do the same thing. We tried full economy builds, full attack builds, and basically everything inbetween. There were so many enemy units on the second level that it didn't actually seem possible. It took us some 5 tries to even beat the first level.
0 Comments
Leave a Reply. |