Post by quicklite on Apr 15, 2013 5:25:54 GMT -5
I've been playing grid for a little while now, and from my experiences of playing and being a forumer, I have a few things to say/ask about the game. I'll start with my questions
What was the deal with armadas?
Through one of rob's posts/looking through earlier, I discovered of the existance of armadas, wandering fleets of enemies. These sound really fun to kill! But, for some reason, they got taken out. I couldn't find the build where they were taken out, so I didn't get the information I wanted on them. So, what type of enemies were armadas composed of? How common/tough were they? Why were they taken out in the end?
What counts as a structure?
This is something that bothered me when I was using the Predator. Is a structure something that doesn't move, a fortress, or just something with an orange health bar?
Will there be any more invite codes?
Honestly, I'm not expecting this one to be answered simply because of the ridiculous and hard-to-answer nature of the question, but I'll shoot anyway. A while ago, a whole bunch of invite codes were given out (which was how I got to play grid ). Will that happen again, or has rob gotten all the players he wants on grid for now?
What were the 'broken AoEs'?
In an earlier build, I noticed the bulllet point 'AoEs replaced with lasers (they were obviously broken)'. Was that basically a bazooka fire, or just a repeating silver trigger? Were they broken as in OP or buggy? Should we be expecting these to return, or are they gone for good?
Now for the suggestions:
Put more shields on enemies, and make enemy and allied shields visible.
As for the first point, I feel like if enemy shields are gonna be a thing, then they should be present on more than 2 enemies (gridozer and drill, correct me if I'm wrong here). If you put some shielding on a few more fortresses/enemies, and then (possibly) rebalanced them by taking away some health/damage, it will make shields a much more viable demographic when fighting enemies. As for the second, the lack of visible enemy shielding can be confusing (for a while, I thought gridozers had bugged periods of invincibility :, and it would be useful to know the condition that, say, a drill's shields are in without having to hover my mouse over it. Also, it would be cool to know your allies' shield condition so you know whether or not to protect or get ready to heal him (that is, when the pegasus is put back ).
Make the probability of encountering more powerful enemies (like drills/deltas) increase as you move further away from Origin
I know (or at least I think >_<) this is done to some extent already, but it would be nice if this was done to a large extent, meaning that when you get 5ish squares away from origin, you can notice a significant different, and when you start to get 8/9 squares away, then things really start to get crazy. That would give a difficulty curve without creating god/newblands and alienating the main playerbase as well as stopping people from creating ridiculous 20-30 square grids in their search for cities.
Multiple win conditions <3
In my peruse through earlier builds, I noticed how the win condition used to be based on city levels, only to be replaced quite recently. But why replace it? Why not have both? It would add more variety and more playstyles. Heck, you could even add more win conditions, such as destroying 10 unique fortresses scattered around the map, or leveling 5 cities to level 10, or destroying 1500 fortresses, etc. It would be pretty awesome
And I'm done. What do you guys think of the suggestions, and can any older players help me out with the questions?
What was the deal with armadas?
Through one of rob's posts/looking through earlier, I discovered of the existance of armadas, wandering fleets of enemies. These sound really fun to kill! But, for some reason, they got taken out. I couldn't find the build where they were taken out, so I didn't get the information I wanted on them. So, what type of enemies were armadas composed of? How common/tough were they? Why were they taken out in the end?
What counts as a structure?
This is something that bothered me when I was using the Predator. Is a structure something that doesn't move, a fortress, or just something with an orange health bar?
Will there be any more invite codes?
Honestly, I'm not expecting this one to be answered simply because of the ridiculous and hard-to-answer nature of the question, but I'll shoot anyway. A while ago, a whole bunch of invite codes were given out (which was how I got to play grid ). Will that happen again, or has rob gotten all the players he wants on grid for now?
What were the 'broken AoEs'?
In an earlier build, I noticed the bulllet point 'AoEs replaced with lasers (they were obviously broken)'. Was that basically a bazooka fire, or just a repeating silver trigger? Were they broken as in OP or buggy? Should we be expecting these to return, or are they gone for good?
Now for the suggestions:
Put more shields on enemies, and make enemy and allied shields visible.
As for the first point, I feel like if enemy shields are gonna be a thing, then they should be present on more than 2 enemies (gridozer and drill, correct me if I'm wrong here). If you put some shielding on a few more fortresses/enemies, and then (possibly) rebalanced them by taking away some health/damage, it will make shields a much more viable demographic when fighting enemies. As for the second, the lack of visible enemy shielding can be confusing (for a while, I thought gridozers had bugged periods of invincibility :, and it would be useful to know the condition that, say, a drill's shields are in without having to hover my mouse over it. Also, it would be cool to know your allies' shield condition so you know whether or not to protect or get ready to heal him (that is, when the pegasus is put back ).
Make the probability of encountering more powerful enemies (like drills/deltas) increase as you move further away from Origin
I know (or at least I think >_<) this is done to some extent already, but it would be nice if this was done to a large extent, meaning that when you get 5ish squares away from origin, you can notice a significant different, and when you start to get 8/9 squares away, then things really start to get crazy. That would give a difficulty curve without creating god/newblands and alienating the main playerbase as well as stopping people from creating ridiculous 20-30 square grids in their search for cities.
Multiple win conditions <3
In my peruse through earlier builds, I noticed how the win condition used to be based on city levels, only to be replaced quite recently. But why replace it? Why not have both? It would add more variety and more playstyles. Heck, you could even add more win conditions, such as destroying 10 unique fortresses scattered around the map, or leveling 5 cities to level 10, or destroying 1500 fortresses, etc. It would be pretty awesome
And I'm done. What do you guys think of the suggestions, and can any older players help me out with the questions?