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microcosm's Issues

Ideas

  1. Support for multiple maps, it loads configuration/spawn points depending on current map
  2. Different mode for big servers: Every player starts on own ship lonely and players can make groups with friends and have one ship together

These are just ideas for your awesome gamemode.

Issues from Latest Playtest

  • Integrity monitor can lose track of components somehow.
  • The ability to buy rollermines was an awful idea.
  • say from console doesn't work.
  • Might as well make the mouseover dialog consistent with the rest of the UI.
  • Improve the shop.

Stuff that still looks sketchy

  • Shop buy code is gross.
  • Ditto for comms menu/concommand.
  • Config code gross, add a module and some helper functions!
  • Could probably modularize stuff a little further.
  • There's still some inconsistency between non-players being team 0 and 5.
  • Cannon needs some work to support additional ammo types, but I'm not sure how I want that to work.

Refactoring Status

Here's the status of the refactoring nonsense. I still want to get it done this weekend although that seems really overoptimistic at this point.

  • Move navigator to new system.
  • Move shop to new system.
  • Move health to new system, add underlying support for it.
  • Fix hurt sounds.
  • Fix the big shop upgrades.
  • Move tracers to a separate module.
  • Move comms to new system, add hook for moving between ships.
  • Fix artifacts.
  • Fix health better.
  • Improve death screen.
  • Fix ship rendering, engine effects.
  • Improve collisions.
  • Tear out anything else that looks out of place in the main files, move to modules.
  • Hide viewmodel when driving.
  • Move fixer to second category.
  • Get the new map from Dan when he gets it working.

Do something about teams.

Orc says:

@Parakeet can we get team balancing? Or like limiting the amount of teams based on players online.
Hm
Or like make it so that if it's under 10 players the ship's get downgraded to like 1 cannon
Dunno

Servers

test: cogg.rocks
sup: 192.99.103.46:27015

Issues from First Playtest

  • Hooks are heavily abused, every battle tends to involve every ship hooking the artifact and eachother. Best case this turns into turn into a war of attrition, worse case it's just three dead ships all hooked together and a forth one trying to tow them to its base. I'll just make it so hooks break after some amount of damage. I'll also probably increase hook ammo to account for this change.

  • It is very difficult for a ship to recover if it is broken, especially if another ship is attacking it. I'll fix this by reducing the "broken" threshold for the hull, and making the ship respawn if it stays broken for more than some time limit -- probably a minute.

  • Players who join have no idea what the hell to do. It's obvious to most competent players know to press F1/F2, but most Gmod players are not competent. New map should help fix this, as it adds a lobby with team teleports. I'll add a little blurb to the death screen as well.

  • Ship spawns are unbalanced. This will always be an issue, but the new map will move all the spawns back a little ways to mostly similar spots.

  • My friend requested I make the "refill ammo" thing cheaper. Reducing it to $25 seems reasonable.

  • Add link to steam group as F3/F4 bind?

  • Communication limited by ship instead of team.

  • Add additional artifact spawns.

  • Add some kind of super expensive gimmick item that can be bought.

  • Make ships invulnerable while docked.

  • Added notifications for artifact captures and kills.

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