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Question: Well after that minor inconvenience, development is continuing.
Okay
Why the fuck can't I get rid of polls

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Author Topic: Front Line Strike  (Read 59383 times)
nealshireman
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« Reply #630 on: February 08, 2011, 04:22:59 pm »

coltinio, your gonna go far in life WUV
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Saltonara
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« Reply #631 on: February 09, 2011, 04:53:49 pm »

Now I know a lot of people would have a problem where they'd "double-click" F12, and if they were the last one to end their phase, they would also accidentally end the next phase before they got a chance to do anything. So I've come up with a couple alternatives to phase ending that can prevent this. New poll, decide there. I voted for the "hold F12 for about a second" option.
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Dronery
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« Reply #632 on: February 09, 2011, 05:41:22 pm »

If you are not planning about it, would you add a vote option ingame?
I'm too lazy to quit and join again after a game.
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Saltonara
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« Reply #633 on: February 09, 2011, 06:31:20 pm »

What are you talking about
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Dronery
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« Reply #634 on: February 09, 2011, 06:46:09 pm »

What are you talking about
Map voting and other shit, while in game.
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AcidLead
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« Reply #635 on: February 09, 2011, 07:18:34 pm »

Now I know a lot of people would have a problem where they'd "double-click" F12, and if they were the last one to end their phase, they would also accidentally end the next phase before they got a chance to do anything. So I've come up with a couple alternatives to phase ending that can prevent this. New poll, decide there. I voted for the "hold F12 for about a second" option.
How 'bout for the first second or so during a phase nobody can end it

I hesitated to post that though because it can slow down gameplay as well.
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Saltonara
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« Reply #636 on: February 09, 2011, 07:30:31 pm »

But sometimes, people accidentally hit it (for some reason) while trying to hit something else as well.
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« Reply #637 on: February 09, 2011, 07:32:05 pm »

But sometimes, people accidentally hit it (for some reason) while trying to hit something else as well.
oic

nvm
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« Reply #638 on: February 10, 2011, 04:44:11 pm »

I've seen enough. The menu wins.

Anyway, I feel it's time to tell you guys about the new mode I'm working on. Also, I seem to have gotten a sudden motivation boost today so yeah that's good. Also, starting next Wednesday, I'll be out of schools for a couple weeks, so this may give me much more time to work on FLS, depending on how I feel.

So uh... I told a couple people already about the new mode and they welcomed it so I hope you guys will too.

ONSLAUGHT
Monday Night Combat inspired mode. If a game designer has ever said they have never gotten ideas from other games for their own games, they're fucking lying.
Anyway!

This mode can be played by yourself, or cooperatively with a "friend", so yeah, FLS finally has a true single-player mode.
So for one reason or another, you (and possibly a friend) have to defend a Generator in the middle of some random landscape while hordes of hostile androids try to destroy it. These androids will attack anything nearby. They are also grouped in "vehicles" rather than "humans", so take that into consideration when fighting them off. If the Generator gets destroyed, you lose. You cannot win. You can only try to go farther than anyone else. Onslaught hi-scores (how many days the player(s) survived) will show on the Community, so long as you play Onslaught while connected to the Community. Lone and co-op scores will be separated. For the first 15 days, nothing will appear, giving you a chance to build up a formidable defense and army. Then armies of one (maybe two) will appear, but there'll only be a small number of them. Then the armies will progressively get bigger and spawn more frequently. Let me explain the units.


Generator
The thing you gotta protect from being destroyed. It will have the color of the first player (host), has 125 HP (just like a Barracks or Garage), and cannot be repaired by a Mechanic, so defend it well.


Gladiator
NOTE: Androids won't always be blue. They'll be some randomly chosen color that doesn't match one of the players' colors.
The weakest android. Nothing to really worry about. It's only equipped with an integrated wrist blade, which is 100% accurate just like the Worker's pickhammer, but does minimal damage against anything but humans, and only has a one-tile range. The blade does .5 damage to humans. These are the androids that will spawn first, and will be the most common early on. Later, they'll tend to get more rare as the stronger androids will emerge. This android is as fast as a Soldier.


Trooper
An android equipped with a detachable SMG. The Trooper isn't that quick or that strong, but can still inflict quite a bit of damage if ignored. The SMG has a range of 3 tiles, like a Shotgun or Pistol, does .5 damage to humans and vehicles, and is moderately accurate.


Cannoneer
The android you're probably going to want to watch out for the most, besides the last one. While incredibly slow, it is very strong. The Cannoneer is equipped with a minigun that will deal .75 damage to humans, while dealing .5 to vehicles and buildings, is somewhat accurate, and has a 3-tile range. Definitely something you'll want to keep an eye on.


Monarch
An android that has a 1/10 chance of spawning every 5 days spawn point starting on the 25th day. Its army size will match the current "controller's" army size (you guys probably don't get this. Who cares). The android is something you don't want to fuck with, or get close to at all. It is the fastest of all androids, with a speed of 5 tiles. It is also the strongest of all the androids, equipped with Dual Vortex Blades that only have a range of 1 tile, but do 1 damage to buildings, is 100% accurate, and will instantly kill any army of humans or vehicles it attacks.

Any questions about Onslaught? Feel free to ask.
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« Reply #639 on: February 10, 2011, 05:24:48 pm »

Hmmm. No jetpack robots so you have to worry about air defense? Actually that would only be a problem if you had your back to a seemingly safe waterfront.

Also there isn't one with a range of 5? There isn't a kind that's normally weak but spells instant doom for buildings? There isn't a variety that explodes on nearby units when you kill it? There isn't any super-massive kind?

Uh don't mind me just spamming stuff you likely already considered. And probably didn't add because what you've done is pretty time-consuming already.

Normal AI is only a few steps away. Just give them a way to set goals and targets and I think you'd be well along to bot players.
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« Reply #640 on: February 10, 2011, 05:45:44 pm »

Well yeah, the Spooky Ghost was the first step of AI. This'll be the second, a very huge step but a step nonetheless. Also the max range for a weapon is 4 tiles, not 5. If anything, I've considered raising the Cannoneer's range to 4 rather than 3 since its creation. Also, the Monarch, while not being able to insta-kill buildings can still do quite a bit of damage to them, especially in larger armies. The exploding one isn't a bad one to consider. I remember when I made an RTS called "Lego Wars", someone suggested a unit called the "STD" (Suicide Terror Drone). When I got the model done, its structure was very relative to the structures of the androids here. If I was to implement it, however, I'd probably make the chances for its appearance rare, just like the Monarch. And the Monarch could be considered the "super-massive kind". It's just that I have to limit the size of each unit (which is why the buildings are the same size as humans).
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Noobicious
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« Reply #641 on: February 10, 2011, 06:03:03 pm »

Very interesting that Fls will have a SinglePlayer Mode. (WIll also be good with the AutoUpdater Feature you talked bout)

Only times I play this is on Lan's .
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Dronery
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« Reply #642 on: February 10, 2011, 09:14:12 pm »

Sounds fun, but what will be the android spawns?
Also the build you gave me doesn't work, atleast for my computer.
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« Reply #643 on: February 10, 2011, 09:20:32 pm »

The android spawns will be invisible, off-map entities. So when the androids first spawn, they'll be standing on nothing. I did this to prevent players from standing on spawn points and creating androids on an already occupied tile. Of course, I could have made the spawn points not work if something was blocking them, but then people would exploit that by blocking all the spawn points so nothing could happen.
And I don't know what to tell you. Nobody else reported problems. I know your computer blows, though, so that might be it.
« Last Edit: February 10, 2011, 09:27:28 pm by Colton » Logged

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« Reply #644 on: February 11, 2011, 12:20:39 am »

Well yeah, the Spooky Ghost was the first step of AI. This'll be the second, a very huge step but a step nonetheless. Also the max range for a weapon is 4 tiles, not 5. woops my bad... not that you couldn't move outside the current parameters if your really wanted to. If anything, I've considered raising the Cannoneer's range to 4 rather than 3 since its creation. does make him a bit more of a robo-artillerist Also, the Monarch, while not being able to insta-kill buildings can still do quite a bit of damage to them, especially in larger armies. I was not aware The exploding one isn't a bad one to consider. I remember when I made an RTS called "Lego Wars", someone suggested a unit called the "STD" (Suicide Terror Drone). When I got the model done, its structure was very relative to the structures of the androids here. If I was to implement it, however, I'd probably make the chances for its appearance rare, just like the Monarch. Think of it in terms of Serious Sam. Easy to take down, but bad news if you let it get close. And the Monarch could be considered the "super-massive kind". It's just that I have to limit the size of each unit (which is why the buildings are the same size as humans). I dunno it would just be kind of intimidating to see a unit that takes up four spaces which is something not even your buildings can do. Really that was totally off the walls compared to my other suggestions.
Additionally, I still think having the base be right next to water then sending jetpack robots over it late in the game would be a good idea.
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