Post by rob on Oct 17, 2012 14:51:42 GMT -5
Hi everyone,
Sorry for the longish wait for this build. I was at GDC Online in Austin. Here are the changes:
* New enemy fortress: Grid Control Tower
* New enemy fortress: Drill Station
* New class: Phantom
* Disallow same-account multiboxing
* Change color and nerf range of Wolverine corner lasers
* Add experimental driveover pane highlighting
* Have fortresses spawn with full minion hordes
* N key mutes pewpew sounds
* Cap building level at 10; cap town level at 20
* Introduce local resonator buffs (see formula below)
* Nerf global resonator buffs
* Change enemy minion wander AI
* Make town pane pattern circular
* Add chat notice when changing control schemes with C
* Turn off small town names when zoomed way out
* Remove edit button on splash screen
* Nerf tutorial drone range
* Make tutorial tanks handle like regular tanks
* Increase Juggernaut range
* Increase sight range on enemy tanks
* Set respawn cooldown of enemy fortresses to 10 minutes
* New lens award formula (see below)
* Many minor bug fixes
Local resonator buffs: each resonator gives a 10% buff in an area around its town. The radius of this buff depends on the level of the resonator. The radius is about 5 panes per resonator level beyond town boundaries. Local buffs from resonators are all added up. There is still a global resonator buff: the total of all resonator levels times .1%.
New lens formula: each shape or color pair gives one point; multiply by the square root of the average brightness (this is between 1 and 2); multiply by 1000 gridshards. Max award is for 5 matching shapes and 5 matching colors of brightness level 4: (10 + 10) * 2 * 1000 = 40000. Minimum award is 2 color matches at minimum brightness: 2 * 1 * 1000 = 2000.
About local buffs: We added this because the global buff made it so that people didn't want to end the game. The incentive was to buff everyone up so they could collect gridshards with maximum efficiency. Also it made it so that people were more effective on older servers. We wanted to eliminate this effect. We also wanted to make resonators feel more powerful, at least in the vicinity where you've built them. As with many things in Grid 12, this is an experiment that may work well or go horribly wrong.
Please let us know what you think of this build. Your feedback is very important; without it, Grid 12 would not be able to grow better over time.
Thanks for playing,
Rob
Sorry for the longish wait for this build. I was at GDC Online in Austin. Here are the changes:
* New enemy fortress: Grid Control Tower
* New enemy fortress: Drill Station
* New class: Phantom
* Disallow same-account multiboxing
* Change color and nerf range of Wolverine corner lasers
* Add experimental driveover pane highlighting
* Have fortresses spawn with full minion hordes
* N key mutes pewpew sounds
* Cap building level at 10; cap town level at 20
* Introduce local resonator buffs (see formula below)
* Nerf global resonator buffs
* Change enemy minion wander AI
* Make town pane pattern circular
* Add chat notice when changing control schemes with C
* Turn off small town names when zoomed way out
* Remove edit button on splash screen
* Nerf tutorial drone range
* Make tutorial tanks handle like regular tanks
* Increase Juggernaut range
* Increase sight range on enemy tanks
* Set respawn cooldown of enemy fortresses to 10 minutes
* New lens award formula (see below)
* Many minor bug fixes
Local resonator buffs: each resonator gives a 10% buff in an area around its town. The radius of this buff depends on the level of the resonator. The radius is about 5 panes per resonator level beyond town boundaries. Local buffs from resonators are all added up. There is still a global resonator buff: the total of all resonator levels times .1%.
New lens formula: each shape or color pair gives one point; multiply by the square root of the average brightness (this is between 1 and 2); multiply by 1000 gridshards. Max award is for 5 matching shapes and 5 matching colors of brightness level 4: (10 + 10) * 2 * 1000 = 40000. Minimum award is 2 color matches at minimum brightness: 2 * 1 * 1000 = 2000.
About local buffs: We added this because the global buff made it so that people didn't want to end the game. The incentive was to buff everyone up so they could collect gridshards with maximum efficiency. Also it made it so that people were more effective on older servers. We wanted to eliminate this effect. We also wanted to make resonators feel more powerful, at least in the vicinity where you've built them. As with many things in Grid 12, this is an experiment that may work well or go horribly wrong.
Please let us know what you think of this build. Your feedback is very important; without it, Grid 12 would not be able to grow better over time.
Thanks for playing,
Rob