Did you guys like the spawnrooms? :)
I know I liked them! ;)
Overview/Debrief of last nights server:==Pictures==
I took this picture by accident. I know it's crappy sorryBadspot joined! :)Can you find the Vein Spider?(Forgot to take more pictures sorry)
==Mod Balance and Plans==
MAS:- Magma Exo-Suit -- It's hard to judge the balance of this class from the server, because it's not really designed for Trench-dig environment, but for the most part it was overpowered. I'm going to fiddle with the energy values a bit more, and I'm going to swap the backup pistol with a melee weapon.
I might remove this class till it is more fully balanced.- The Digger Class -- The Molotov was an interesting twist to this class, but it still felt much too helpless. I'll probably give this class a melee weapon (punching) that will dynamically deal damage to to different bugs (big bugs take little to no damage).
- The other classes -- It's hard to tell really. Some felt cheaper than others, the grenades classes especially. I might just edit the grenades to not explode on player impact. I also felt the sniper class was rather cheap, so I might swap that out for something else, or replace the military sniper with the crossbow.
Future additions:- A medic class -- Several people suggested this. This class's loadout will be: T+T Gauze gun (maybe with an edited shorter range), pistol, and maybe punching.
- Bugspray -- The bugspray will be replaced by the Hand Held Flammer (HFF). End of story.
- ASN Systems -- I will add the Scarab-Wasps by the next hosting. I also will eventually add a flying ASN system.
- A sentry placing class -- Basically, this will be a variation of the current digging class, that replaces the Molotov with a sentry turret (either SMG or Rifle, still haven't decided yet) Turrets will die if they are placed in a bug spawn area, or the bugs' flag room. Also, this class will NOT carry a welder or controller, though I might include Lordician's Wrangler.
BUGS:- Bug -- These guys really shine as diggers, and backstabbing. That is all there is to say on the matter.
- Big Bug -- I didn't play as these guys enough to make any judgments, but I also didn't see many other people playing as them. I think they won't be a viable class till several other game mechanics are introduced.
- Mite -- Very good as always, though they have a hard time killing things (meant to be this way).
- Poison Mite -- These guys felt way too much like standard mites. I'm going to fiddle around with their direct and poison damage values.
- Tick -- OP as heck. I'm going to nerf the attack, and maybe the health.
- Caterpillar -- Their acid spitting was nice, but overall they weren't so great. Again, they are far from finished. I will buff their spitting however, giving it a slight poison effect, and some splash damage.
- Firefly -- My personal favorite class during the server. They are very good at taking flags once vertical tunnels are built. Also, just so you all know, these guys will be getting several more abilities. ;)
- Spider -- I rarely saw any of these, and I must admit, I didn't even play as one. :S Their poison will be optimized my next server.
- Vein Spider -- These guys were pretty good, though I felt they were hard to play as since the poison currently mounts an empty effects image. I will fix this by next hosting.
- Jumping Spider -- They seems strong, but not OP. I didn't play as one though, from what I remember.
- Earwig -- Someone said these guys were OP, and I think I agree to an extent. They are far from finished though, so don't expect me to change them much, though I might nerf their health slightly. I also meant to give them a slight flying ability, but forgot.. I'll see about adding it in before the next server.
- Scorpion -- I felt they didn't preform so well in the confined tunnels, but overall they were good.
- Worm -- These guys are perfect for Trench Digging. They are perfect for base defense, but not climbing to the surface. I remember being ambushed by a burrowed worm at one point. I died. :(
- Sand Parasite -- They were pretty much perfect. But keep in mind, these guys aren't even done! :O
Future additions:- Poison effects -- I mentioned this in the spider's review.
- More Shooting bugs -- This is something many people requested. Unfortunately not many planned bugs can shoot/spit. I'll see what I can do though.
- Bug Health Regeneration -- Many people also suggested this. I don't plan to add "standard" health regen to most bugs, but many will have a drain ability with their attacks (biting and enemy will heal you)
- Reduce bug bounding box sizes -- People also suggested this. Short answer: No. Longer: I suppose I could shrink things down slightly, bot not enough so thing fit is smaller spaces, just so they are less crowded. But really, the actual problem is the apparent huge amount of friction between players and bricks when they are rubbing together. If I can find a way to lower this, then things will become easier.
Other additions or News:- Eventually I will add capture-able sub-bases for each team. When a team's base is captured, they will be unable to select certain classes that are associated with that base (ASN systems, for example). In order for that team to use those certain classes again, they must recapture the base.
- I need to see about disabling the game mechanic that disallows returning an enemy flag when your own flag is being held by an enemy, since this resulted in people (namely Fireflies) camping with flags so that the enemy team couldn't cap flags.
- I fixed my RTB pref issues. Apparently the hat mod was the problem (so I deleted it). If you guys want hats, that's on Trinity Armory's server IF HE DOESN'T HAVE THE SAME PROBLEM. ;)
- TremorMites and The Dread Centipede.
EDIT: Also, we are only 20 page away from page 200! :O