Forged Alliance Forever Forged Alliance Forever Forums 2015-03-08T20:59:28+02:00 /feed.php?f=2&t=8808 2015-03-08T20:59:28+02:00 2015-03-08T20:59:28+02:00 /viewtopic.php?t=8808&p=95685#p95685 <![CDATA[Re: Roadmap / Status of Developments]]>
Would have done it tonight but I'm taking the night off :)

EDIT: Published the update here.

I'm aware I don't cover everything in the OP -- I'll update the roadmap sometime during this week as well :)

Statistics: Posted by Sheeo — 08 Mar 2015, 20:59


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2015-03-08T19:11:06+02:00 2015-03-08T19:11:06+02:00 /viewtopic.php?t=8808&p=95678#p95678 <![CDATA[Re: Roadmap / Status of Developments]]> Statistics: Posted by Kalvirox — 08 Mar 2015, 19:11


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2015-02-09T03:55:22+02:00 2015-02-09T03:55:22+02:00 /viewtopic.php?t=8808&p=93349#p93349 <![CDATA[Re: Roadmap / Status of Developments]]> viewtopic.php?f=2&p=90097#p90097

Statistics: Posted by gnatinator — 09 Feb 2015, 03:55


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2014-12-22T22:03:46+02:00 2014-12-22T22:03:46+02:00 /viewtopic.php?t=8808&p=89128#p89128 <![CDATA[Re: Roadmap / Status of Developments]]>
IceDreamer wrote:
I might add that this is a good thing, although annoying. The UEF Navy is already arguably the strongest in the game overall, and without Shield boats overspilling the full 50% the increase in strength would be... Well, a bit broken OP probably :)


I still think that the overspill isn't a good way to handle this*, a better idea IMHO would be to make neighboring shields stop recharging as well (so the total HP for one charge is still the same but they can't recharge or regenerate when the grid is under fire)





*
Spoiler: show
(because seriously, damage from nothing? What is this? A "Real Time Strategy" game like Command & Conquer or a "Aeon of Strife Styled Fortress Assault Game Going On Two Sides" like League Of Legends?)

Statistics: Posted by zeroAPM — 22 Dec 2014, 22:03


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2014-12-22T21:09:57+02:00 2014-12-22T21:09:57+02:00 /viewtopic.php?t=8808&p=89127#p89127 <![CDATA[Re: Roadmap / Status of Developments]]>

Statistics: Posted by IceDreamer — 22 Dec 2014, 21:09


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2014-12-22T20:30:58+02:00 2014-12-22T20:30:58+02:00 /viewtopic.php?t=8808&p=89119#p89119 <![CDATA[Re: Roadmap / Status of Developments]]>
-_V_- wrote:
Would that explain the problems of why shield boats are depleted at the same time for mysterious reasons?

It's hard to tell why in game when you have dozens of shields overlapping, but something feels really fucked up there. Most of the time you lose all shields at the same time :?


IceDreamer is talking about the previous overspill code that was in place. The current should be working as intended.

Mobile shields (This goes for shield boats as well), all give do 50% of the incoming damage as overspill to overlapping nearby shields. With battleships, the incoming damage is typically large, and for the UEF shieldboat, the radius to overspill to is huge, so it is to be expected that shields drain fast and tend to go down at the same time (Or right after eachother) when in close proximity.

Statistics: Posted by Sheeo — 22 Dec 2014, 20:30


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2014-12-22T12:13:31+02:00 2014-12-22T12:13:31+02:00 /viewtopic.php?t=8808&p=89091#p89091 <![CDATA[Re: Roadmap / Status of Developments]]>
IceDreamer wrote:
In this case, what happened was that the balance teams decided "We want this" and told someone to go and make it happen. That someone then wrote utterly broken code which didn't even trigger, clearly didn't even try to test it at all, and didn't even notice the half a dozen true bugs already in the stock game with shielding, then came back and said 'Done'. The code was 'Fixed' after people noticed something wasn't right (It wasn't actually fixed at all) so that by the time I got to it, after 4 or 5 iterations, it was still nonfunctional.

Would that explain the problems of why shield boats are depleted at the same time for mysterious reasons?

It's hard to tell why in game when you have dozens of shields overlapping, but something feels really fucked up there. Most of the time you lose all shields at the same time :?

Statistics: Posted by -_V_- — 22 Dec 2014, 12:13


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2014-12-02T16:28:12+02:00 2014-12-02T16:28:12+02:00 /viewtopic.php?t=8808&p=87141#p87141 <![CDATA[Re: Roadmap / Status of Developments]]> Statistics: Posted by IceDreamer — 02 Dec 2014, 16:28


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2014-12-02T15:05:22+02:00 2014-12-02T15:05:22+02:00 /viewtopic.php?t=8808&p=87136#p87136 <![CDATA[Re: Roadmap / Status of Developments]]> Statistics: Posted by Vee — 02 Dec 2014, 15:05


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2014-12-02T14:11:03+02:00 2014-12-02T14:11:03+02:00 /viewtopic.php?t=8808&p=87132#p87132 <![CDATA[Re: Roadmap / Status of Developments]]>

Statistics: Posted by rexx1888 — 02 Dec 2014, 14:11


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2014-12-02T08:18:47+02:00 2014-12-02T08:18:47+02:00 /viewtopic.php?t=8808&p=87120#p87120 <![CDATA[Re: Roadmap / Status of Developments]]>
A previous patch was fixing that behavior, but it didn't please a lot of players so it was removed (except for the cybran ACU).

Statistics: Posted by Ze_PilOt — 02 Dec 2014, 08:18


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2014-12-02T05:44:32+02:00 2014-12-02T05:44:32+02:00 /viewtopic.php?t=8808&p=87116#p87116 <![CDATA[Re: Roadmap / Status of Developments]]> Statistics: Posted by rexx1888 — 02 Dec 2014, 05:44


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2014-11-25T14:14:56+02:00 2014-11-25T14:14:56+02:00 /viewtopic.php?t=8808&p=86614#p86614 <![CDATA[Re: Roadmap / Status of Developments]]> Statistics: Posted by Ze_PilOt — 25 Nov 2014, 14:14


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2014-11-25T13:53:21+02:00 2014-11-25T13:53:21+02:00 /viewtopic.php?t=8808&p=86611#p86611 <![CDATA[Re: Roadmap / Status of Developments]]>
belatedcube wrote:
what is happening to custom games when team matchamker comes? personally I would prefer custom cause I like knowing who my team is before the game starts.

I'd have thought it will be like custom 1v1s where if you know who you want to play and/or the map you want to play on, do custom. If you just want a 1v1 now, search.

Under the new system you would search if you just want any old team game, if you want Setons with the guys online on your friend list and then balance with randoms, host it. That's how I'd expect it to work anyway.

Statistics: Posted by Sir Prize — 25 Nov 2014, 13:53


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2014-11-25T11:17:39+02:00 2014-11-25T11:17:39+02:00 /viewtopic.php?t=8808&p=86600#p86600 <![CDATA[Re: Roadmap / Status of Developments]]>
belatedcube wrote:
what is happening to custom games when team matchamker comes? personally I would prefer custom cause I like knowing who my team is before the game starts.


Matchmaker will stay, it might change a bit (ratings). Just playing custom teamgames will stay the same concept I think.

Statistics: Posted by Aurion — 25 Nov 2014, 11:17


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