[4.0.0] Island Defense: Tides of Redemption

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Wed Jul 09, 2014 12:28 pm

aRt)Y wrote:Make two additional and optional modes (bw - builderwin, tw - titanwin), creating two scenarios:
* helicopters for builders
* vulcan for molt, disease for bub, flooding for luci, etc. (which obv kills all builders).


Maybe as HCL? I'm a little uncomfortable as adding this as a votable mode at the start of the game, as we already have a few.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Wed Jul 09, 2014 1:34 pm

It isn't supposed to be a mode itself but an extra option (e.g. -artw, all random + titan win). It would work with any mode but is less meant for public games.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Lynx » Wed Jul 09, 2014 3:02 pm

Why have ending timers? Imo that would encourage stalling, since waiting the out the timer is easier than killing a base. I agree with you though that some games are too long. I suggest forcing the game to end faster by increasing various values like wood harvesting, experience rate, and gold gain. Doing this it's like fastforwading games.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby pandaren. » Wed Jul 09, 2014 5:58 pm

Some games are long but it does not mean its unwinnable. I'v had games myself where it took me a while to break the base but in the end i was victorious. I'v even had games where i believes titan had no chance of winning and called it stalling but in the end loss...

Tbh those long games are the rarest ones most of the time and are the funnest. If the titan is a nub and stalling and you yourself cant kill him there must be a problem.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby LightBlue- » Wed Jul 09, 2014 6:14 pm

@Pandaren-

The issue arises when the Titan must kill every single unit that isn't inside a base. During the 2 hour game I was talking about, the titan had to kill every wall and kill every seed that was placed around the map before he finally just instantly died at a base.

In most cases if games last longer then ~50 minutes its usually a win for builders. As titan is usually unable to break the base.

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby pandaren. » Wed Jul 09, 2014 7:48 pm

meh i see your point atm titan is stalling my game lel, But i still do enjoy long games with a good titan :D
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby LightBlue- » Thu Jul 10, 2014 3:18 am

pandaren. wrote:meh i see your point atm titan is stalling my game lel, But i still do enjoy long games with a good titan :D


Oh I agree with you on this.

Maybe implement a mode that allows the game to extend in time, if the builders/titan agree?

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Thu Jul 10, 2014 6:52 am

LightBlue- wrote:
pandaren. wrote:meh i see your point atm titan is stalling my game lel, But i still do enjoy long games with a good titan :D


Oh I agree with you on this.

Maybe implement a mode that allows the game to extend in time, if the builders/titan agree?


Hmm, yeah I like that idea. A vote whether to extend the game-over timer or not.

Which would you guys prefer be the default, titan winning or defenders winning? Personally I'm a little on the fence as to which is the "right" one.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Lynx » Thu Jul 10, 2014 8:40 am

Neco wrote:
Which would you guys prefer be the default, titan winning or defenders winning? Personally I'm a little on the fence as to which is the "right" one.

Neither

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Thu Jul 10, 2014 8:57 am

Lynx wrote:
Neco wrote:
Which would you guys prefer be the default, titan winning or defenders winning? Personally I'm a little on the fence as to which is the "right" one.

Neither

Agreed. There shouldn't be a default mode. It's a point of interpretation whether the titan should win or lose by default after x minutes, so in my opinion, the time spent on arguing about that could be invested more wisely :P
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Thu Jul 10, 2014 9:12 am

aRt)Y wrote:
Lynx wrote:
Neco wrote:
Which would you guys prefer be the default, titan winning or defenders winning? Personally I'm a little on the fence as to which is the "right" one.

Neither

Agreed. There shouldn't be a default mode. It's a point of interpretation whether the titan should win or lose by default after x minutes, so in my opinion, the time spent on arguing about that could be invested more wisely :P

In that case it doesn't seem like a very useful option outside of inhouses. How often will you get pubs agreeing to things? Especially if they involve the titan's opinion.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Thu Jul 10, 2014 9:21 am

Well, at the moment, it's more or less only a brainstorming to forge new ideas and concepts.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Lynx » Thu Jul 10, 2014 11:36 am

Lynx wrote:Why have ending timers? Imo that would encourage stalling, since waiting the out the timer is easier than killing a base. I agree with you though that some games are too long. I suggest forcing the game to end faster by increasing various values like wood harvesting, experience rate, and gold gain. Doing this it's like fastforwading games.

I like my idea.

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby narbtit » Thu Jul 10, 2014 2:34 pm

also agree with @Pandaren- about some long games being the funnest

but how often does that happen? very rare imo. You get long boring games and some long good games.

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby pandaren. » Mon Jul 14, 2014 7:06 am

Neco i like the nether rock idea but do you plan to change the golding animation as well?
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