icemember wrote:Invisible grenades? Show me? Unless you mean by not having the tracer on the thermals makes them invisible?
Yeah, it does. There's no sound cue for them and nothing that catches your eye when they're used. Since you've tied your horse to the "lots of units on the screen" wagon, it's incredibly difficult to tell when enemy grenades are used (until they blow up).
icemember wrote:Weird! I thought I put a hero lol!
You did, which is what I said. I had the hero available, but had I died, it would have been ridiculous to try working on the final objectives. You can't just assume that your player will do or have one thing or another.
icemember wrote:The level is big, so choose the newly captured CP rather spawning all the way at the 1st CP every time you die lol.
Oh, is that how Battlefront works? I had no idea.
My point is that if you're forced back from one spawnpoint (even to the one immediately prior), because everything's so linear, you're going to want to run back to the active objective. It's likely that, by the time you're there (if you've run the whole way) your energy is gone. I'm just telling you that,
as a player, I encountered many situations where I had no energy and,
as a player, it wasn't any fun. I've made the mistake (many times) of getting so wrapped up in my own design that I lose sight of whether something is fun or not
for the player.
icemember wrote:It's only meant for the republic. GCW comes later.
I'd suggest not including partial features, then - or at least make a note of it being incomplete. There's nothing to indicate that you meant this any other way.
icemember wrote:I tone the DC-15A rifle down to a 1 button press. So comes the support units that has the hold and fire. There's even a heavy gunner that blows away every bad guy insight!
Every unit should be fun to play. You shouldn't take one part of the game and say "I'm going to make this a pain in the butt so that other stuff feels better." The very first objective the player is presented with is "go shoot these static turrets." If I'm using the rifleman unit (the first unit the player is presented with), then I'm attacking these turrets by clicking fifty times. That is a bad player experience.
icemember wrote:I added the republic reinforcement count based on ww2 military logic. The enemy reinforcement count so the campaign can be finished.
Is this a game or a military simulation? Right now it's so high that it effectively never ends. I'm also concerned that you're using it as a justification for lots of units on the field. If you're going for military simulation, then the first thing you should address is the fact that your enemies just run - unencumbered by cover or any type of strategic movement - in a straight line at each other. That's not WWII military logic, that's military logic from the Napoleonic Wars.
icemember wrote:The unit count for epic battles. I'm not a fan of (one man army vs entire army). Not sure about the rest of the teams thought on that.
The problem is that a high unit count lends itself to the exact opposite of "epic battles." The way AI work in this game drive the game behind the concept of "player versus AI." You have to build around that. All you do by increasing the unit count is turn the game into exactly what you say you don't want - one man versus an entire army.
If you want something more tactical, lower the unit count, work on some serious AI improvement (pathing, for one, needs a lot - AI run in to walls all the time), and buff your enemy AI (healthwise). What you have now is built around the player being forced to deal with hordes of enemies with minimal AI support.