Prothyon - 16

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Re: Prothyon - 16 [WIP] Coop Mission

Postby bigcrap757 » 16 Jul 2015, 03:18

GYLE! Looks cool, but I have a suggestion. Make it so that the mission area doesn't expand, have the whole map and all objectives available at once. This is because before if you died you would replay and know whats coming and so not complete the objective until you were ready.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 16 Jul 2015, 08:45

it cant be done like that, the mission is designed for expanding map
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Re: Prothyon - 16 [WIP] Coop Mission

Postby CodingSquirrel » 16 Jul 2015, 15:01

bigcrap757 wrote:GYLE! Looks cool, but I have a suggestion. Make it so that the mission area doesn't expand, have the whole map and all objectives available at once. This is because before if you died you would replay and know whats coming and so not complete the objective until you were ready.

That was something I learned a long time ago while playing the vanilla campaign. Never complete your current objective until you're ready for anything.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 16 Jul 2015, 16:05

CodingSquirrel wrote:
bigcrap757 wrote:GYLE! Looks cool, but I have a suggestion. Make it so that the mission area doesn't expand, have the whole map and all objectives available at once. This is because before if you died you would replay and know whats coming and so not complete the objective until you were ready.

That was something I learned a long time ago while playing the vanilla campaign. Never complete your current objective until you're ready for anything.

time limit is the solution :twisted:
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Re: Prothyon - 16 [WIP] Coop Mission

Postby Flexable » 17 Jul 2015, 10:00

speed2 wrote:time limit is the solution :twisted:


Yes, please. Otherwise my son will take hours to build everything, everywhere, twice. Just in case. And don't you dare finish the objectives in the meantime... he'd report to my Monkeylord wife at home immediately, with the same effect to see a ML coming into your base at 12mn.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 18 Jul 2015, 09:48

Then I ll have to do tutorial how to beat it :D

btw. I cant work on my mission until coop is fixed. When will that be? Ask Sheeo :twisted:
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 29 Jul 2015, 16:04

Ok, coop works again so I can continue, I also have to update demo version. Once its done you will find it directly in coop tab.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 15 Aug 2015, 20:00

I changed the intro slightly to be more original, enjoy:



The mission might be done around 80%
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 19 Aug 2015, 11:58

AI uses some resources:
Image
and leaves some reclaim behind...
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UEF Naval Turtle at its best
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Re: Prothyon - 16 [WIP] Coop Mission

Postby FunkOff » 23 Aug 2015, 14:37

Speed2, I just played this coop mission with egg roll last night and I have some feedback and suggestions:

The good:
- very nice videos, very good ai control, intense combat via enemy attacks

The bad:
- Far too many build options are disabled. T2 pd, mml, tml, gunships, shields, mobile flak, t2 ships... these are all disabled when you need them most. The mission isn't so much challenging as it is "rediculous". Give the player adequate tools to deal with the challenges he faces.

Suggestions:
- If you don't want the player to be able to build something, script a delivery of that unit as in the first uef mission in supcom. As an example, I saw two battleships float by shortly before the naval battle started again enemy cruisers and destroyers. Why not let those battleships be player controlled? And if they are lost, they are gone.
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