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Post by wmdragon on Aug 10, 2016 13:50:03 GMT -5
Couple of things that lead to a bit of frustration now and then:
1. Could the path finding be updated to avoid areas with fire, when there are alternative clear paths of the same length? And not only for Templars, but enemies too, to add a bit of difficulty thru damage avoidance, or even offer tactical applications for controlling enemy movement.
2. It took me a while to get a sense of the terrain tile set and its tactical impact. Some block paths and line of sight, others only block paths, some don't block anything. Even after playing many missions I wasn't always sure what to make of certain terrain blocks due to the flat 2D perspective, and got nasty surprises when I couldn't cross a certain section or got ranged enemies shooting thru what I thought were solid walls. I don't know what would be the most elegant way to address this: a legend in the library for the tiles? an optional tactical overlay on the map? tile redesign?
Little frustrations above aside, great game!
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Post by fallen on Aug 10, 2016 14:13:49 GMT -5
wmdragon - thanks for the feedback. We're always working to improve, so we've added the feedback to the list. It might help if you shared some screenshots of the terrain that is bugging you. That would help us decide how to point address the issues.
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Post by wmdragon on Aug 12, 2016 10:13:01 GMT -5
Hmmm it's been a while since I ran into tile confusion, and I finished all the missions so my Templars are enjoying a long R&R. I do recall having this issue with tiles depicting pipes/conduits. some blocked paths, others did not (I assume those pipes/conduits were in the floor?).
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capthawk
Exemplar
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Living and loving ST elite-verse!
Posts: 408
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Post by capthawk on Aug 12, 2016 10:54:57 GMT -5
1. I've thought about this, too, an auto path that avoids fire. Ultimately I decided I like the way it is. In game logic: Templars are human, thus smart enough to move one tile at at a time if necessary and carefully pick their path. Xeno are mindless, bloodthirsty killers who will let nothing, not even fire, stop them from a beeline for your jugular. Not sure this logic holds up to Narvidians, though, as they are intelligent. Perhaps they just don't care about measly fire, as massive and powerful as they are?
2. I can't think of any tiles that block path that aren't obvious, but I've played so many times. In Ferrari Relay though, it did take me awhile to realize I could run over the conduits next to switches, so I see what you mean at least a little. The walls thing definitely threw curves at me at first, but now I think I get it. The very thick borders, or actually enclosed rooms are walled. Thinner lines denote raised elevation, bridges etc.
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Post by fallen on Aug 12, 2016 11:04:49 GMT -5
wmdragon - thanks for the tip on the pipelines. That might be an area where it is inconsistent between some levels. If anyone sees tiles that are specifically confusing please screenshot them.
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Post by wmdragon on Aug 16, 2016 9:54:49 GMT -5
maybe put grating over the pipes when they are meant to be in the ground (i.e. crossable)? at least all grate tiles seemed to be equivalent to regular ground/floor.
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Post by Cory Trese on Aug 16, 2016 9:56:58 GMT -5
Very interesting. Not something we have heard from other players much, but we will definitely keep trying to improve Templar Battleforce. Thanks for the feedback! Hope you're enjoying the game we made
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