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 Late Night Report of B27 
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Post Late Night Report of B27
Okay it is late, I've been playing B27 all day. Here is what problems I've found so far (it goes without saying that it is amazing and the greatest thing since sliced bread). Most of this stuff has probably already been mentioned or is known of, but I am going to list it all just in case. Here goes:

-On campaign uncontested sights do not get scanned if a 'scan later' was chosen.
-Balance issue: a team that fails to get a sight on the first turn is basically screwed for the rest of the game.
-Bases need a 'repair' command to fix tunneling and such. Even more importantly I would like an easy way to clean a site. While I do enjoy coming back to site and seeing the damage caused in previous battles, the corpses can accumulate pretty bad, blocking hallways and such.
-I would like to be able to deploy more than just the brain bot at the start of a fight. Would help avoid -zerg- rush strategies.
-I've run into quite a bit of lag, notably when dealing with line of sight and pathing to brain. I'm willing to put this down to test build optimization.
-Once during a battle, an AI brain got pinned down just after landing so it didn't move. The AI then ordered a second rocket with more troops directly onto its own brain. Needless to say this was a short battle.
-This is probably already planned (or it should be) but I would like to see sites worth different amounts per turn (randomized of course). To mix things up a little.
-This is a bad one: I've found that neutral sites contested by at least one player and 2 AI have a major glitch. If the player dies before either of the two AIs die then the battle ends immediately but the site remains neutral. That doesn't seem right at all.
-I know this was mentioned in the video, it would be nice to have some icon or something informing the player if a sight has already been scanned.
-Small stuff: A few pieces for bunker building in odds and ends (especially) don't have a left or right counter-part. A little annoying.
-I would like to see debris from metallic objects, especially vehicles/crafts, being much more solid. It would be cool to use them as impromptu cover during a heated field battle. As it stands the entire thing gets shredded by one bullet, making it utterly pointless and to be honest a little immersion breaking.

That seems to be it for now. This is everything I noticed during one day of playing. Not all that much when you come down to it. I could make a list twice as long for some other games that are touted as being finished. Love the build. The addition of the campaign is *major* and I mean it. Adds so much to the game to have a persistent reason behind battles. Looking forward to...everything and anything you might add.

Cheerio,
Munchkin9


Mon Jun 04, 2012 5:46 am
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Post Re: Late Night Report of B27
Munchkin9 wrote:
-On campaign uncontested sights do not get scanned if a 'scan later' was chosen.
If I remember correctly, you need to allocate some funds for the exploration budget in order for any site to be scanned if scan later was selected. I am not sure it's a bug.


Mon Jun 04, 2012 7:24 am
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Post Re: Late Night Report of B27
This post is a mistake. trying to find out how to delete it. Sorry.


Last edited by Sir on Mon Jun 04, 2012 7:58 am, edited 1 time in total.



Mon Jun 04, 2012 7:55 am
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Post Re: Late Night Report of B27
Munchkin9 wrote:
-I would like to see debris from metallic objects, especially vehicles/crafts, being much more solid. It would be cool to use them as impromptu cover during a heated field battle.


Something I have always wanted, as well as the debris acting realistically, e.g actors getting impaled on a sharp bit of debris, and not having them fall to pieces with just one bullet.


Mon Jun 04, 2012 7:55 am
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Post Re: Late Night Report of B27
Agree on all points in the OP.

Would also add that when the enemy brain bot is damaged it constantly spews out sparks and glass (?) particles. Which is cool... until they start to pile up and surround the brain bot. There should be some sort of life timer for those particles.

Minor complaint, but it just looked really odd. Build is amazing overall. Metagame totally changed the game.


Mon Jun 04, 2012 8:01 am
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Post Re: Late Night Report of B27
*Double post, whoops. Forum glitched out when I tried to post.*


Last edited by MavericK on Mon Jun 04, 2012 4:21 pm, edited 1 time in total.



Mon Jun 04, 2012 8:01 am
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Post Re: Late Night Report of B27
MavericK wrote:
Agree on all points in the OP.

Would also add that when the enemy brain bot is damaged it constantly spews out sparks and glass (?) particles. Which is cool... until they start to pile up and surround the brain bot. There should be some sort of life timer for those particles.

Minor complaint, but it just looked really odd. Build is amazing overall. Metagame totally changed the game.

Double post. :(

I think there is a timer for how long they actually spew out, but I am unsure about how long they last. Probably infinitely.

I agree, this is a huge update. :)


Mon Jun 04, 2012 8:27 am
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Post Re: Late Night Report of B27
Munchkin9 wrote:
-Balance issue: a team that fails to get a site on the first turn is basically screwed for the rest of the game.


Isn't that pretty much how it should be?


Mon Jun 04, 2012 8:36 am
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Post Re: Late Night Report of B27
- When CC encounters nonexistent actor in copyof it just silently crashes.


Mon Jun 04, 2012 9:15 am
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Post Re: Late Night Report of B27
Malamo999 wrote:
Double post. :(


Me too!


Mon Jun 04, 2012 11:13 am
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Post Re: Late Night Report of B27
weegee wrote:
- When CC encounters nonexistent actor in copyof it just silently crashes.


Or worse... I was testing 40K metagame compatibility and noticed that all of my rockets were dropping off the guns I'd specified, but not the brain! As it turns out, I'd specified the wrong module, but it didn't crash for some reason-- it just tried to complete the order despite there being no Brain. :???:

Somehow calling in a Marine, I then managed to kill the enemy Brain, resulting in a nice big "FAIL" notice, and an Unclaimed Territory with my guy milling around in the ruined bunker, ready to smack the ♥♥♥♥ out of whoever else wanted a piece of that land! :roll:


Mon Jun 04, 2012 12:20 pm
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Post Re: Late Night Report of B27
Malamo999 wrote:
MavericK wrote:
Agree on all points in the OP.

Would also add that when the enemy brain bot is damaged it constantly spews out sparks and glass (?) particles. Which is cool... until they start to pile up and surround the brain bot. There should be some sort of life timer for those particles.

Minor complaint, but it just looked really odd. Build is amazing overall. Metagame totally changed the game.

Double post. :(

I think there is a timer for how long they actually spew out, but I am unsure about how long they last. Probably infinitely.

I agree, this is a huge update. :)


Yeah I dunno what happened there. When I hit "Submit" the browser just froze up so it must have glitched for some reason (the forum was kind of slow last night).

But yeah, they may eventually stop pouring out, but they seriously built up a huge mound of particles right in front of the enemy brain bot by the time I got back there to finish him off. It looked like this:

O|\ where O is the brain bot and |\ is the giant mound of blue/red/clear particles. :lol:


Mon Jun 04, 2012 4:24 pm
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Post Re: Late Night Report of B27
I've noticed the thing with the brain leaking blood and I believe vital fluid (that keeps the brain alive). Usually not much of a problem since when someone gets far enough to hit a brain they can usually kill it, but yes it is a bit awkward when it starts to build up.

@Sallen: Well realistically yes, but that isn't very fun. What I would like to see is some sort of fail safe, where everyone gets a little bit of gold from the station itself so that they never end up completely locked up. Imagine if it was a human player in a multiplayer game. Not being able to do anything but press next turn would kind of suck.

@Malamo999: I know this. But if nobody else tries to take the site it is automatically given to you without you having to even go to the battle screen. Which means it never gets scanned, until a fight actually happens there. This is annoying for future base building before a fight happens.

-Oh and money goes into the negatives sometimes for no apparent reason. This is a known bug. But thought I'd complain about it to pester the devs :D. Sometimes huge amounts to I've been in debt for 5000 once. The next turn sucked. Had like 1000 to spend and I owned the entire map. As far as I can tell, it has something to do with automatic base building using more money than it should. But I am not sure.

-I know the AI isn't finished but I would like to see it hunt down the enemy brain when it is defending. On that note: how exactly are you going to protect your brain when you attack a site? If the enemy is on the ball they can get enough troops on top of your brain before you can order much reinforcements.


Mon Jun 04, 2012 4:49 pm
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Post Re: Late Night Report of B27
Munchkin9 wrote:
[...]

@Sallen: Well realistically yes, but that isn't very fun. What I would like to see is some sort of fail safe, where everyone gets a little bit of gold from the station itself so that they never end up completely locked up. Imagine if it was a human player in a multiplayer game. Not being able to do anything but press next turn would kind of suck.

[...]

-Oh and money goes into the negatives sometimes for no apparent reason. This is a known bug. But thought I'd complain about it to pester the devs :D. Sometimes huge amounts to I've been in debt for 5000 once. The next turn sucked. Had like 1000 to spend and I owned the entire map. As far as I can tell, it has something to do with automatic base building using more money than it should. But I am not sure.


Actually, that kind of failsafe would make the game a little more challenging. It's too easy to bankrupt the AI.
As for the negative gold bug, I've seen it happen in skirmish as well.


Mon Jun 04, 2012 5:05 pm
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Post Re: Late Night Report of B27
Munchkin9 wrote:
@Malamo999: I know this. But if nobody else tries to take the site it is automatically given to you without you having to even go to the battle screen. Which means it never gets scanned, until a fight actually happens there. This is annoying for future base building before a fight happens.

Oh, yeah, I see what you mean. I hope they can fix all of these bugs in 1.0. :)


Mon Jun 04, 2012 5:13 pm
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