Guessmyname wrote:I have a proposition for a Virus race to go with / against the CPU
I like your suggestions, but it leads me to a bit of a problem. You see, I had meant for this mod to be as simple as at all possible. Three units, no resources, that's it. But if there were to be another side, introducing stealth and air and moveable commanders, the whole thing get's a lot more complex. I also have the feeling that the gameplay of KP is too fast and dynamic to really be able to use a stealth faction. What's to stop a CPU from just rushing? Adding air adds a whole different set of problems.
All in all, I have following suggestion. Let's finish KP first. It's far from done, it needs wreckage, mines, probably some sort of number-limited defence structure, sound, three or four more and larger maps, and a lot of balancing.
After KP 1.0 is out, and balanced, we can work on adding a second faction. Actually, I have an interesting Idea which might work perfectly together with this second faction. Anyway, I hope you don't misunderstand me. I love your ideas and models, I just think it's too early to add them to KP right now.
Relative wrote:One problem I have noticed while playing KP on marble and mars is that it is very easy to spot where the sockets are installed. If there is no socket installed steam appears from the vents, but if it is installed you see no steam indicating a socket is present. This is not such a big problem on marble, but in future larger maps and Mars etc... it somewhat takes away the element of surprise.
I noticed this too, but I don't think there is much we can do about it, as geovents are hardcoded into Spring afaik.
Edit: Also, I know Mars wasn't built for KP, but the pointer arty doesn't work very well on that map as it seems it's range has been reduced to less than that of a bit. (Haven't tested this on other maps)
Hmm, I can't test that right now. Possibly due to gravity? I'll look into it.
Edit again: I think the bytes are just about perfect in terms of balancing them with the bits. Just one problem someone else cited, the bytes cannot shot bits that get too close. Was this a purposeful change to encourage mixing bits and bytes together or a bug?
It was always like that, it's because the byte hovers above the ground. Anyway, I like it that way, because, as you say, it encourages bits and bytes to operate together.
By the way: I absolutely love all the help I'm getting from the community. This is seriously great! I started this as some cheap offshot of XTA, and now it has become so much more in so litte time.