OP
🤝
@Death
The physics were originally red but I wanted to make sure map areas really had class balance. Grenadier has often been completely overlooked in map design and I wanted to make sure they had cover. The pillars inside the main building are inspired off of this concept that I've seen before:
https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwjL7LLPuqvfAhUEQawKHXvsAEsQjRx6BAgBEAU&url=https%3A%2F%2Fwww.panelbuilt.com%2Fgeneral%2Fmodular-in-plant-office--single-story&psig=AOvVaw1bzgOCM7HPj0q6pRif84Y7&ust=1545293928352504
@Champ
The reason I didn't stray far off the path and made the upgrades linear were to preserve the gameplay/balance. The upgrades are already ingrained in the zone so there is really no weapon modification that can be done at this point. Maxing out both AR and Combat Armor is going to be a pretty rare feat, and while in PvP the concept seems extremely boring facing the exact class with exact gear... The Co-Op concept and how much the benefits of gear are multiplied really start to add a little depth into how to upgrade. Do you want to go high DPS ripper and avoid combat armor all together but get ripped apart in PvP? Do you want to upgrade your sniper to one hit meds?
Regarding the perk idea, the engine is really limited on what it can do smoothly especially regarding modifying weapons which is big part many of your perks. I also don't want to shift the balance too much or clutter the F11 screen with 100 options. It's Skirmish after all, it should be very newbie friendly and appear extremely simple at first glance. Now I definitely do want to expand the uses of experience and some of those ideas can fit. It's very important to me that the skirmish community still feels like it's skirmish at the end of the day and right now the current systems in place cannot be reverted so we really need ideas that piggyback off of them.
@All regarding Co-Op arena limit
Unfortunately the zone has a high probability of crashing when games start to get 10+ players with the bot spawn system. We're working on changing bot scaling as well as debugging the cause of the crashes to fix it. For now we're going to be running 4 Public Co-Op arenas with 7 player limits. The gameplay of the zone really starts to shine in the 4-7 player range... If an arena fills up, try getting 4 friends to go to a separate arena and speed run it while on discord. Guaranteed you guys will enjoy it and really start to get a feel for the intended concepts. A queue system is on the to do list as well.
@Eol
Don't want to derail the conversation too much but I was one of the most avid eol players. It's a great zone, but it's a zone that was designed for large arenas and there is no easy way to scale it down and still retain the intended gameplay and objectives. It's going to need an extensive revamp with heavy incorporation of AI to really become anywhere near as fun as it used to be. You can't bounty, base, or even street rape with 10 people playing. I plan on helping contribute as much as possible once we get this zone at a better point with a good following. Best thing you can do if you want Eol is to help build up the community by actually playing so we can have the pop for it. One of Cazzo's main concepts was proving smart implementation of AI can fill a lot of the voids from not having high population. It was always intended to be applied to other zones.
The physics were originally red but I wanted to make sure map areas really had class balance. Grenadier has often been completely overlooked in map design and I wanted to make sure they had cover. The pillars inside the main building are inspired off of this concept that I've seen before:
https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwjL7LLPuqvfAhUEQawKHXvsAEsQjRx6BAgBEAU&url=https%3A%2F%2Fwww.panelbuilt.com%2Fgeneral%2Fmodular-in-plant-office--single-story&psig=AOvVaw1bzgOCM7HPj0q6pRif84Y7&ust=1545293928352504
@Champ
The reason I didn't stray far off the path and made the upgrades linear were to preserve the gameplay/balance. The upgrades are already ingrained in the zone so there is really no weapon modification that can be done at this point. Maxing out both AR and Combat Armor is going to be a pretty rare feat, and while in PvP the concept seems extremely boring facing the exact class with exact gear... The Co-Op concept and how much the benefits of gear are multiplied really start to add a little depth into how to upgrade. Do you want to go high DPS ripper and avoid combat armor all together but get ripped apart in PvP? Do you want to upgrade your sniper to one hit meds?
Regarding the perk idea, the engine is really limited on what it can do smoothly especially regarding modifying weapons which is big part many of your perks. I also don't want to shift the balance too much or clutter the F11 screen with 100 options. It's Skirmish after all, it should be very newbie friendly and appear extremely simple at first glance. Now I definitely do want to expand the uses of experience and some of those ideas can fit. It's very important to me that the skirmish community still feels like it's skirmish at the end of the day and right now the current systems in place cannot be reverted so we really need ideas that piggyback off of them.
@All regarding Co-Op arena limit
Unfortunately the zone has a high probability of crashing when games start to get 10+ players with the bot spawn system. We're working on changing bot scaling as well as debugging the cause of the crashes to fix it. For now we're going to be running 4 Public Co-Op arenas with 7 player limits. The gameplay of the zone really starts to shine in the 4-7 player range... If an arena fills up, try getting 4 friends to go to a separate arena and speed run it while on discord. Guaranteed you guys will enjoy it and really start to get a feel for the intended concepts. A queue system is on the to do list as well.
@Eol
Don't want to derail the conversation too much but I was one of the most avid eol players. It's a great zone, but it's a zone that was designed for large arenas and there is no easy way to scale it down and still retain the intended gameplay and objectives. It's going to need an extensive revamp with heavy incorporation of AI to really become anywhere near as fun as it used to be. You can't bounty, base, or even street rape with 10 people playing. I plan on helping contribute as much as possible once we get this zone at a better point with a good following. Best thing you can do if you want Eol is to help build up the community by actually playing so we can have the pop for it. One of Cazzo's main concepts was proving smart implementation of AI can fill a lot of the voids from not having high population. It was always intended to be applied to other zones.