Game 612: SteveSmith, Deadlime, victor in Egg Hunt*
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- Victor, FYI there are 4 eggs which are all in the large centre square area of the map.
Guys, for future missions do you think the eggs should be visable on the map at all times (like the Flag in Capture the Flag mission), or do you think we just tell the players where the Eggs are (in the mission description) and keep the players guessing where they are if and when they get picked up and moved around? Posted by
Deadlime 15 years ago [Login to reply]
- I was going to ask you exactly the same question! IMHO, my suggestion is that we highlight them just like the flag. Mainly because if one team gets hold of them, the other teeam will struggle to find them to get them back. Then again, I suppose they could cover their opponent's exits. Hmm. Maybe don't show them on the map in advanced mode?
Posted by
SteveSmith 15 years ago [Login to reply]
- That's a good idea, only hide them on advanced mode.
Sorry I don't know what just happened there but one of my units has disappeared during deployment. I only have 7 units now! :( Posted by
Deadlime 15 years ago [Login to reply]
- > one of my units has disappeared during deployment
What happened exactly? Do you only have 7 units according to the website? Posted by
SteveSmith 15 years ago [Login to reply]
- (using the latest client) I deployed my guys seemingly ok until the last unit (no.8, Private Trench) on which while deploying him I got the message the server had disconnected and was retrying (or whatever it says, I can't remember exactly). Eventually the last man (no.8, Trench) appeared, all seemed normal so I exited the client. On returning to the map screen on the website it says I only have 7 men deployed and that unit number 4 (Private Eye !??) is awaiting deployment. The client isn't letting me carry out any more actions to go back and deploy him.
Posted by
Deadlime 15 years ago [Login to reply]
- It looks like the internet or connection was lost for a second, and it didn't update the unit but marked you as having completed deployment. I'll tweak it tonight so you can deploy the last unit, and tweak the code so this can't happen again.
Posted by
SteveSmith 15 years ago [Login to reply]
- Thanks. :)
Posted by
Deadlime 15 years ago [Login to reply]
- OK, thanks for the info.
Do I need the latest client release? I get an error using v1.38, I'm trying to download the last version but download was too slow, I'll try again later. Posted by
victor 15 years ago [Login to reply]
- I see in the description that v1.39 is needed, ok then I'll download it later
Posted by
victor 15 years ago [Login to reply]
- I've just tweaked it as the latest version that is required is only 1.26, so you should be okay now.
Posted by
SteveSmith 15 years ago [Login to reply]
- It's ready to try again now.
Posted by
SteveSmith 15 years ago [Login to reply]
- Deployed now. Thanks.
Posted by
Deadlime 15 years ago [Login to reply]
- ok, thanks
Posted by
victor 15 years ago [Login to reply]
- Guys, the more I am looking at this map, the more I am thinking we need to make some changes before this mission can be a success.
I think the route the Humans have to take is very long. So long that I'm beginning to have my doubts whether it is even possible to make it to the eggs and back to the escape elevators within the turn limit. The layout of the map also means there probably won't be any action for a number of turns until the Human sides get nearer to the middle.
My other concern is that maybe the Alien side is too powerful. I don't know. Certainly they are at the moment with the Humans being so pressed for time. Maybe it will work if we bring the Human deployment areas forward, nearer to the middle? This would eliminate the first few turns of boredom and give the Humans more time, so that they are not in such a rush.
Does anyone else have similar concerns? I think the mission has great potential but right now I think it is flawed. Posted by
Deadlime 15 years ago [Login to reply]
- I think you're exactly right. I never really looked at the route required, but it seems like the human sides have to walk for about 4 map-lengths before they even get to the centre.
My (obvious) suggestion is to make the map smaller. Like I said for the Alien Containment map, missions are better when there is more focus, and nothing is more boring than wandering around the map trying to find the enemy, and making the units walk for miles just to get to the action is also going to put people off. Ideally, the action should start within a few turns.
As for the number of aliens, it's difficult to say without playing a few games, so I'm not sure either way. Posted by
SteveSmith 15 years ago [Login to reply]
- I think you are right. Maybe we should abandon this mission for now and I'll have a look at reducing the size of the map.
Posted by
Deadlime 15 years ago [Login to reply]
- I agree with you, we'll spend half of the turns walking in and out.
Posted by
victor 15 years ago [Login to reply]
- I'll delete it.
Posted by
SteveSmith 15 years ago [Login to reply]
This topic has now been closed.