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Spoonkill 05-17-2004, 10:46 AM How do team themed bases work in multiplayer? We know that a bloodeagle base looks different than an imperial base ect... Is this true in a multiplayer match? If so, is the only difference color or are they layed out differently? If each base has a different floorplan, how do you balance them so one is not "better" than the other? Also, if they are different, does the game load whatever base the server's teams are set up for, or is that map a "bloodeagle vs Imperial" only map? Are turrets team themed, generators ect... Are there even generators in TV?
Amadeus 05-17-2004, 10:52 AM There are generators, period.
I think the bases should be similar in general, only have different styles of architecture. So you would go to the gens the same way in a BE base as you would in a CotP, you'd just see some more edges on the way.
IrritAnt 05-17-2004, 11:13 AM The bases are designed to look very different, but we do have to be careful to make sure that they're balanced, as you say, in terms of the placing of generators and other base objects. We do have some bases that are radically different in the same map, which requires careful testing to make sure no one side has an advantage (or is at a disadvantage).
As I've mentioned in another thread, the maps are designed to be exclusively one team against another, e.g. a map will be specifically Phoenix versus Imperial.
Currently all the base objects - generators, turrets, inventory stations etc. - have display screens that change to show which team owns them.
NecroSen 05-17-2004, 12:42 PM I think the bases should be similar in general, only have different styles of architecture. So you would go to the gens the same way in a BE base as you would in a CotP, you'd just see some more edges on the way.
Keep in mind that with less edges in a CoP base, people can ski off the walls a lot more easily than in the BE base, giving the CoP a disadvantage when trying to stop people from attacking the gen and less ability to place turrets. (Let's face it, straight tunnels and squares are easier to understand for placement of fixed turrets than circles and curves, no matter how pretty the curves are.)
In trying to tweak the bases so one side does not have an immediate advantage over the other, IrritAnt, does it become necessary to change the basic layout of the base? i.e. making different turns, making some bases bigger than others, moving the deployables and stations around, etc.?
Spoonkill 05-17-2004, 03:34 PM Different bases is a cool idea, and more realistic and interesting than mirrored bases. I just hope that after months of play, base advantage/disadvantages don't emerge. Even slight differences in terrain in T1/T2 could create an easier cap route, turret placement, sniper advantage. They don't present themselves right away, but we all know tactics and strategies evolve over years of play.
Thaumaturge 05-17-2004, 04:06 PM Keep in mind though that while one team may have a superior route one way, they won't have it the other way. In essence this would only be a benefit if you want to move quickly one direction quickly, such as once you have the flag. Otherwise both teams will have the ability to use the routes.
Torks 05-17-2004, 04:35 PM lol, at first I read: Questions about the babes! :)
IrritAnt 05-17-2004, 11:52 PM In trying to tweak the bases so one side does not have an immediate advantage over the other, IrritAnt, does it become necessary to change the basic layout of the base? i.e. making different turns, making some bases bigger than others, moving the deployables and stations around, etc.?
Yes, absolutely. If it turns out that one base is far more or less defendable than another, then changes must be made to even things out.
It's tricky! I have often discovered exploits in bases that I've designed during test play. But that is one of the reasons why we test. And there's still more testing to be done.
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