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The other team can only use D-C canyon for cover, but it's further away to reach cover from starting position, which means you will lose on initial points.
IMO if you could move spawn points by 45 degress, it would be improved, i.e. team 1 spawns between B and E, team 2 spawns between D and C. Then, both sides have some cover and can contest A.
Part 1: Not under my control, really. I can only auto-generate the Paths available to the AI, i can not really influence their decisions, i could try to see if seperating their spawn points more gets them to fly to different points. Not sure when il get to update the map, doing a few other things currently.
Part 2: Im not particulary happy with how the Control Points are placed aroung either right now, but i found that most other placements would give an advantage to either one of the teams, so i went with this one for now.
I've been playing this map and it's great. Thanks for making it.
Is there anything that can be done to get the AI from bunching up together in a blob and capturing point E to A to D to B ignoring C en masse every time? I'd like to see the AI split up and head in multiple directions.
I understand this might be a game issue where the AI gets bunched up on deployment and just heads to the nearest beacon. And I know multiplayer balance trumps playing vs AI. But if you could, would it be possible to readjust the control points so the AI splits up and heads in different directions?
The other thing that might be able to be done is raising the ridges between points B-D and points A-D. The triangle that comprises A-D-B is an open area and in AI mode, all ships congregate there in a brawl. If the floor ridges were made higher to force the AI to go around them... maybe that might help split them up. Just trying to help with suggestions.
I don't know if this is possible, but it would definitely make this game more enjoyable if something could be done. Thanks
Either way, i fixed the issue, though it will come at a cost of performance due to colliders generaly requiring a lot of calculations on slightly higher poly terrain. Though a lot of the games performance issues seem to come from the ships themself, so im not sure how impactfull it will really be.
Most people know how to give feedback without giving sentences like "dont bother uploading stuff if you cant get it to work first." Thats not feedback at all, dont act like it is.
-Added a yellow outline around the tactical map, in the location where the Map Boundary is. This should make it a little easier to navigate around the edges.
-Collisions are now accurate to the exact map shape (In Normal View, Tactical View will still have differences). This might come in a cost of performance.
@ZETA6 As the workshop page states, Collision accuracy around edges definitly is an issue, but whenever i make the collider more accurate, i also decrease performance a lot. You can also read the blue big text at the top stating that it wont be working perfectly for now. While i appreciate the feedback, no reason to be this rude.
-Boundary increased by 2 Kilomters
-Spawn locations moved around a kilometer back, slightly changed the entrance orientation.
-Moved most Control points.
Those changes should help with making the map feel bigger, make more cover and paths available for use and in general encourage to use the Terrain more.
Also changed the player count from 10 to 8 for mostly performance reasons.
-Moved the capture station closer to team a by one kilometer
-Increased map boundaries by a kilometer.
-replaced tactical map with a lower poly version
-replaced the collision mesh with a slighter higher poly mesh.
This should improve collisions by a bit, but you will still see weapons pass through edges of the terrain.