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Post by fallen on Jun 11, 2015 20:51:12 GMT -5
So everyone is happily posting their screenshots of beating levels on high difficulty and exceeding the turn goals handily.
So -- please answer the question:
1) Are turn goals making the game more fun for you? 2) Are you finding that they are set consistently between the levels? 3) Do you find that they are set too high or too low? Please keep in mind, or comment on, your feeling about your skill as a BF player.
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Post by ntsheep on Jun 11, 2015 21:12:18 GMT -5
1: Yes, trying to go for them puts you in a tough bind on any difficulty level. Do you go for a lot of kills hoping for a better XP amount or try for the bonus. I think it's fun.
2: Yes.
3: Once you learn the level, going for a low number seems easy but is a great test of your skills as a player. I'm not sure how to rate myself right now. This is an Alpha and things are changing with each release. My tactics have changed also with the difference in the difficulty levels. I think at the moment they are set just right but others may not. Final say and change is up to you TB's though.
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Post by fallen on Jun 11, 2015 21:41:41 GMT -5
ntsheep - great feedback, perfect. Thanks - especially well timed with your other post.
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Post by anvil on Jun 11, 2015 22:50:42 GMT -5
1: turn goals make it more of a challenge. Up until the massive amount of money you get at P2, it was pretty mandatory to be under the limit and get the SP bonuses. If not, it put your teams behind against the skitters. Now that's not the case. Playing hard its pretty easy for me to come in under the goal 1-3 turns and take the time to add more kills to the game. The first time thru I'm about breaking even being one below to one turn above
Actually, I think that answered all three.
As far as rating myself, I don't think that applies as what I'm doing as a tester may be different than others, hopefully beneficial to your final developmentment of the game.
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Post by Kanly on Jun 12, 2015 7:24:03 GMT -5
1. I like having a turn goal. It adds to the replayability and a it adds a competitive dimension. 2,3. For the most part they are consistent. A couple of the desert levels were possibly a bit off but not by too much.
Unless you completely ignore the bonuses, they do however encourage a certain play style. This style is highly mobile with a larger emphasis on ranged damage (if I have to run up to a xeno to kill it, I am wasting mps). This may discourage the use of melee classes to some extent.
I would like to see additional bonuses for map specific things like keeping TPs. I think bonuses in this direction would appeal to the more completionist minded players and add additional replayability.
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Post by John Robinson on Jun 12, 2015 18:51:56 GMT -5
1) Are turn goals making the game more fun for you? 3) Do you find that they are set too high or too low? Please keep in mind, or comment on, your feeling about your skill as a BF player. I just finished the tutorial shutting the blast doors in 47 turns with 66 kills, 10 XP, 10 RP and no bonus on Easy difficulty. I get the most fun from taking it slow and thinking about each move. I never liked games where I feel like I'm racing against the clock. I'm really more about having fun and bonus XP really isn't a motivation. What is exciting just like HoS is leveling, equipping, exploring, and facing new monsters, traps ets. Battleforce's alien environments stokes my imagination, drawing me in. Sometimes when playing I catch myself thinking about the space marines in the movie Aliens. I think setting a number to beat on a mission will really make people who love leader boards happy. If the bonus XP gets really huge then in my respectful opinion this could become a balancing issue for people like myself who pretty much avoid competition against time limits or other players. I'm really glad you aren't making a mission impossible to win unless you complete it in a set number of turns. I have played games where I tried to win a timed goal and failed over and over again cutting me off from the majority of the game content, so I just quit playing them, uninstalled, and licked my wounds about spending the money. This is a really cool game and the unlock-able tech tree really makes me want to play over, exploring all the possibilities. Great job guys! Thanks
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Post by fallen on Jun 12, 2015 19:10:17 GMT -5
jknut - thanks for posting that Gdoc. It would be great for others to add their details. I have already made a few adjustments here.
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Post by jknut on Jun 12, 2015 19:15:32 GMT -5
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Post by fallen on Jun 12, 2015 19:56:47 GMT -5
I have added a new column showing the expected changes for 0.0.11.
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Post by slayernz on Jun 12, 2015 21:52:36 GMT -5
I like the turn goals - but I'd also like Xeno kill bonuses too where if you kill a certain number of Xenos (or more specifically, if a knight kills a certain number of Xenos_ in a round, there should be XP bonuses too. Maybe there is - but I don't know because I'm not clever enough to convert kills into XP for the round I certainly like having primary and secondary objectives for a level. Achieve a secondary objective and get bonus stuff ... like XP, or RP, or even SP. Turn goals are also cool for achievements/unlocks (when implemented). It's especially useful if you are able to replay a campaign with the same squad so you can go for two different sets of objectives (first time, go for kills. second time, go for turns).
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Post by ntsheep on Jun 12, 2015 22:21:18 GMT -5
No fair fallen! Now my 21 turn win is no good since you're making it 20 turns to beat. And I thought you liked having me as an Alpha tester. Plus there's all that hard work I've done for the FREE THE TB'S campaign. No fair, no fair, no fair.
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Post by En1gma on Jun 12, 2015 22:45:54 GMT -5
I like the turn counts, honestly. Tying back into the cost of a few of the upgrades though- I feel like going for turn counts will dissuade people from using the upgrades (not sure if they've been adjusted as of yet...) And vice versa...
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Post by Deleted on Jun 13, 2015 0:22:16 GMT -5
Turn counts are good and consistent. I would like to echo the desire for more bonus categories however.
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Post by contributor on Jun 13, 2015 7:39:44 GMT -5
I like the goals. I added my data to the sheet. The trouble with xeno kill bonuses is that they work against turn bonuses so you could end up with an everybody wins everytime scenario. If you can't make the turns just camp out somewhere nice and safe and kill xenos till your battery runs out. It would only make sense to have kill bonuses if you only get them when you make the turn goal. I do like the extra caches of ordnance/xp/rp ideas. Those are extras that make meeting the turn goals even more challenging.
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Post by bobc on Jun 13, 2015 15:30:30 GMT -5
I think the turn goals are good, it gives you something extra to play for. They could possibly be set a touch high, but that might be the benefit of the 1600RP booster against normal growth gameplay. I think the ideas from slayernz and Kanly are quality; having secondary objectives and bonus opportunities separate from the turn goal so you have to choose what to go for will spice things up.
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