FROM THE BLOG

CTF Day 9 – First Day of Testing and Feature Roundup

I didn’t report on Day 8 due to it just being bug stomping, but today CTF went into private testing. Although there were and continue to be hiccups along the way, the game plays more or less how it should, with some push and shove between teams with the game ultimately being decided by who makes the better plays for the flag.

Only major issue is materials drought, which will be solved by extending the resupply mechanic into the game.

I thought I should do a roundup of the bigger things that should please some of the older players as well as be exciting and new to any greenies, so you know what’s what.

  • Coins for playing well to spend how you please.
    This is the main one for veterens, I feel. We’re happy to give you what you want with simple coin operated shops, and coins for kills and building. We’re in the process of balancing the costs of items to give even new/rubbish players access to some items, while effectively preventing spam of higher tier stuff.
  • Gold required for Siege and Boat shops, and Transport Tunnels – this ensures that gold remains something to seek out in the map, particularly late game where you may need a siege engine to help buckle the enemy defenses.
  • Multiple captures from multiple flags to allow recouping after a loss without a change of map – while still allowing a decisive multi-unit play to win the game.
  • Spawn separated from Flags – while this may seem like a no brainer, classic’s CTF has been plagued by flag-on-tent since day one. No longer will you have to cut your way through every member of their team spawning on top of you with strange teleporty spawn immunity just to get a slice of their flag – they’ll have to defend them separately.
  • Flag captured at other flags – means that you must keep your flags accessible to stand a chance at winning.
  • Unlimited spawns – a feature of arguably the most well populated Classic CTF server, winning relies on capturing the flag, not killing 100 (flithy) reds. While I’m sure people will happily re-add the ticket mechanic, we’re happy to see a simplification of the mechanics.
  • Resupply on Tent – as I mentioned earlier we’ll be expanding this aspect to help fill in the materials drought, but basically players can resupply on the tent a few times each minute, netting free resources around the base. Currently, this is used to good effect in implementing a fair, abuse resistant “infinite materials” system during the build phase of the game, it should extend naturally into a generic resupply. Another gripe with the mechanic’s equivalent in classic has been fixed – the time until your next available resupply is clearly stated.

I’ll get some gifs of gameplay tomorrow if possible – for now, its 2am and I really need to sleep :^)

Max/Geti

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