SSCU 17th Parallel Complex Week
As you might have recognized, "complex" is back up in pub. It now reached (after 6 months of development and various pub tests) v.1.0 and will stay up for a week, which gives us the possibility to see how it does on normal week days and also gives an idea about wether it has true potentials on getting permanent. Therefor, we need to hear your opinion about it, suggestions regarding map, gameplay, prize system etc. Its much likely that it will get slightly adjusted every here and there over the week and you people would be a great help if you would support us once more with your ideas, constructive critism and opinions. Note: Pointing out what already seems fine to you will also help us to focus on what really has priority... .
You might be interested about what has changed/is planned since last testing weekend:
- We made spider burst more powerful as the ship was obvisually too weak.
- We left the levi as it is (the old levi just a little bit less rotation/max speed), as the old levi could survive without backup on the old map even on "wide open ranges". complex is way more tunnely and therfor, levis have gotten too powerful. We dont want 10v10 levi game bombing the same small entrance over and over. Thats why we wont change it anymore. Still if your skilled, levi can defend itself even without any other ship protecting it.
- Greens now spawn in a bigger range.
- MAP changes: We totally redid the area above CP3/belowCP5 (removed dead ends, gave more room). We
also gave a little bit more space (you might not notice it though) every here and there and removed unneccassary parts).
- Attaching: There was the argument that the enemy can spawn right on the CP and the capturing team had to travel long distances after dieing until they could fight for the CP again. Therefor, the defending team was in advantage. We thought that this is exactly what we wanted. It should be harder to capture a new CP than to defend it. However, we found it unnecessary that you actually can't attach to anyone if you can't green in center. Therefor we lowered the attach bounty but made only a few ships attachable again. We hope to add another gameplay factor through this and give certain ships another advantage as they can be used as transporters.
Still with good teamplay, a fast and constant attack on enemy CP's can happen.
- Death Time: To prevent kami-fests, we increased the death time by 2 seconds (to 5 seconds). We thought that staying alive should always be better for the team than the constant kami/respawn behaviour.
- Graphical changes: We updated a1, added graphics for skirmish mode and realigned some things. We also added a "Skirmish" banner to make it more clear when skirmish is running.
- Sounds: We added two new sounds and implemented them into the gameplay: "Prepare to fight" and "Firstblood".
- Prize&bot: Winner team will be prized bounce after having won a KOTH round. People also get their bounty/spree back after beeing shuffled.
- In progress:
- Completing skirmish mode (not soccer only but also fight for center cp ).
- Make complex able to be run in multiple public arenas.
- Adding a graphic which always shows you which team you are (for those who don't know how to use the scoreboard)
- Getting a (complex) public league started (Kyla is in charge of this, feel free to post your opinons regarding a pub league on league forums)
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I'd like to thank all of you who supported the project (from the very first testers in the private arena to those of you who gave it a try on freaky fridays/weekends and weren't blaming it without even having tested it carefully). You actually gave us a chance to develop this totally different "version" of 17th Parallel and I'd like to say big Thank you in the name of the whole 17th staff.
Keep it up!
greetz
-CreatiX
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