Maps by Phoenix

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posted on June 10th, 2010, 4:56 pm
hey i can access astrometrics now  :woot: :thumbsup: whatever u did has fixed it for me
posted on June 12th, 2010, 8:30 pm
Good to here Mal :)

Guys, I have now updated Beta Aquilae to version 1.3

I've based the changes on Yandonmans video feedback and from my own play throughs and observations. As a result, I think this map has been improved much more significantly and now plays a lot better. Your feedback is incredibly valuable, so keep on posting :). Check it out!
posted on June 13th, 2010, 1:00 am
All map packs are updated to include the latest versions of maps that they contain.
posted on June 13th, 2010, 3:40 pm
[youtube]UyI2NQvm0_A[/youtube]
[youtube]K-F3JjncpZg[/youtube]
[youtube]-KDUmUiNQ54[/youtube]
posted on June 13th, 2010, 4:21 pm
Last edited by Myles on June 13th, 2010, 4:40 pm, edited 1 time in total.
hey yandon can u stop putting up replays as actual players, and go back to old way of putting them as links. cant select resolution on embed player.

EDIT: have discovered that right click -> watch on youtube works great
posted on June 13th, 2010, 4:48 pm
@Yandon:

  You mentioned that the tech lab from Beat was useless, but he and I were both using them for the scout's drone ability :).

  Those little suckers worked REALLY well on a map like this to keep us aware of what was going on :).


@All the guys in that map who complained that it was too hard to find the resources:

  Yeah it was harder, but I didn't see any of you using your SCOUTS to find the moons :D.  I mean, cmon.  You know the moons are more spread out and a bit hidden, so acknowledge that the dynamics are different and SCOUT :D.
posted on June 13th, 2010, 6:49 pm
Excellent stuff, thanks for the feedback :). Looks like we got a bit more action there, despite the lag. Still needs a bit of tweaking though.

Key things for Tau Ceti 1.3 then:
1. Reduce the doodad count, to reduce the effect of lag.
2. Adjust nebula positions for Boggz's and Beat 2K's positions to improve pathing and raid friendliness.
3. Adjust moon positions to improve early game setup.
4. Posibly reduce map size.


Boggz; where was it that you were having pathing difficulties?

To all players; are there any particular balance niggle that you encountered which you did not mention?

To all players; what did you think of the pacing of the game (lag aside)?

To all players; do you think there would be faster pace, now you know the rough positions of expansions?
posted on June 13th, 2010, 7:30 pm
Key things for Tau Ceti 1.3 then:
1. Reduce the doodad count, to reduce the effect of lag.

  Aye.  it's too bad because it's so pretty, but a map that encourages a slower gameplay style can't also have slowness due to lag.  No one will have the time to commit to a 3 hour 2 v 2 :D.

2. Adjust nebula positions for Boggz's and Beat 2K's positions to improve pathing and raid friendliness.

  Oh yes, please ^-^.  The mining station ringed by greens is cool, but it allows camping for enemies on the very first do moon for that player.  In this case my raid was small so it benefitted the miners, but if I had come back with anything larger I could have crushed it and any defending fleet with ease from the green.

  For my position it's a little less cluttered.


3. Adjust moon positions to improve early game setup.

  - Yes.  I think that players across the board will be happy with just ONE moon pair within visual range.  Even just outside is fine to keep raids feasible, but definitely a minimal scouting for that first pair will increase the play speed considerably.  People will have enough resources to build some harassment groups and start scoping the map a bit more.

  Other than that, I think the players out there will just have to LEARN to scout instead of just memorizing where everything is :D.


4. Possibly reduce map size.

-  Maaaaybe.  I honestly really like the size.  Consider moving the actual starts closer to each other but keeping alot of the "action" doodads out beyond the starbases.  That's a real fun thing to do as it causes people to make LONG raids beyond a starbase and split fleets ^-^.


Boggz; where was it that you were having pathing difficulties?


  The Nebula to my up/right position.  They separated me from natural tri expansion.  They were VERY cool to look at, but the spacing of them meant that I could even order a builder through them.  They just flat out refused.  The reason is because I wasn't telling them to go INTO it, but I couldn't order it to go between WITHOUT ordering them into the neb  itself.  Thus they wanted to go aaaaaaaaaall the way around the horn.

  For me at least there were also some pathing trouble heading down to my bottom right di moon.  Those were less severe because the pathing just causes a slightly increased route (totally ok in my book).


To all players; what did you think of the pacing of the game (lag aside)?


  Pacing is definitely slower than a normal game.  I'd try and stick JUST the first moon pair within visual sight of the starbase JUST to keep pro's and non-pro's alike happy :).  Other than that the pacing is interesting because it keeps small engagements useful more often.
posted on June 13th, 2010, 8:41 pm
for my feedback i think having a nebula class derelict is bad. its a powerful ship, especially against early game with its pulses. and its special is availlable, giving good sensor boosts.

maybe reduce it to an excel. thats slow, and early game its torps will miss.
posted on June 13th, 2010, 9:40 pm
all good feedback. Yeah I noticed Boggz use of the Nebula Class. It was a pretty big help. Just seems a shame to remove my flagship :). Still, for the sake of balance I tend to agree with you there Myles! 1.3 will see the Phoenix begone!
posted on June 13th, 2010, 9:42 pm
it wasnt the phoenix lol, phoenix had pizza dish on top.  but yeah, its a shame you have to take it away. maybe put it in a harder to reach spot on a larger 3v3 map or something, where it wont change game.
posted on June 13th, 2010, 9:45 pm
Splitting hairs over that dish there :lol: (I'd use the dish variant if it was a stock ship :))

I suppose it could be a protected ship on Theta Centauri; a larger 8 player star system where it wouldn't be as easily accessible, so early on.
posted on June 13th, 2010, 9:54 pm
sounds good :)

i want the neb types to appear in fo as well. maybe one day.
posted on June 15th, 2010, 7:19 pm
Hi guys :)

I made a fair few changes to Tau Ceti, which will hopefully solve the online playability. Here are the changes I made:

Version 1.3 changes (based on further community feedback)

    * Moved the first natural pair of moons, for each player, nearer to their start positions.
    * Adjusted positions of their second set of moons, to encourage raiding.
    * Added 4 more moons (2D & 2T) at positions on the map, where they are equidistant between their two nearest players; for further raiding.
    * Fixed pathing issues for both south east and south west players.
    * Adjusted iceteroid positions to reduce camping opportunity.
    * Adjusted nebula positions to prevent excessive abuse of nebulae camping near expansions.
    * Added minor asteroids/iceteroids to certain strategic nebulae, to hide them from the minimap and encourage more exploration.
    * Streamlined all map features to reduce lag in online play.
    * Removed Nebula Class Derelict.
    * Changed some nebulae features to enable scout hiding and surveilance strategies in more locations.
posted on June 17th, 2010, 4:46 pm
Are there any thoughts on these new changes? :)
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