Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Game pace.
PostPosted: Tue Mar 03, 2015 2:58 pm 
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I think that one fundamental 'block' to consider when looking at the standalone is the actual pacing or the game, or its speed.

If you don't know what I'm talking about, look at several other strategy games. SC2, as a good example, is a very fast-paced, relatively "twitchy" game, for an RTS. Games like Age of Empires, or Empire Earth (or any game of this genre) are slow enough to not make a few seconds of delay a critical failure. Other games, like Supreme Commander (or grand strategy games, imagine CK2/EUIV or Hearts of Iron?) have a far slower pace that privileges thinking, planning ahead and strategy. Or at least that's what I think about it.

Why do I think pacing is so important? If the game is slower, then some aspects can be thought on or designed that wouldn't be practical in a fast game, for example interiors for all ships includuing small, Wraith-like fighters. Also, automation/AI/Drones might be more relevant in a fast-paced game, where you just cannot multitask or micromanage as rapidly unless you are a machine yourself.

Any opinions or thoughts?

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 Post subject: Re: Game pace.
PostPosted: Tue Mar 03, 2015 9:08 pm 
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I think the current CC "pace" is fine - it's fast enough to where small ship combat is enjoyable, yet also has long-term strategy elements to it

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 Post subject: Re: Game pace.
PostPosted: Tue Mar 03, 2015 9:41 pm 
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Ya, im used to seeing games last 15-25 minutes average (and thats in blizzard speed, which means around 12-20 minutes) and thats awesome! if the team is behind, it usually wont take a long time before they blow us to smithereens. It is also possible to rush if your very coordinated and games can end within 8 minutes of the game as well, but 8 minutes is still quite a good amount of time to develope your battlecruiser.

My problem right now is the late game, there isnt that much worth-wile to upgrade, in a serious game once you have 8 lasers its usually GG, everything else doesnt really matter, sure you can get iron curtain and the shield upgrades, but they just delay death under the sheer might of laser DPS, and while the new shield redesign is amazing and benefits oposition to do burst damage like yamato, missiles and destroyer it still buckles under laser fire, there are just not that many options late game, get your energy up, attack, infiltrate? gone for another like 400 seconds! (same with destroyer) loose all your energy, attack again and wear down the enemy even more, rinse and repeat. Whenever you kill a miner late game it hardly feels like you are doing damage anymore, because they are replaced so quickly, let alone the fact that you CAN kill a miner, in CC the late game scales in favor of the defense, which isnt the point! it should be harder to kill stuff early game, not easier because your not under threat of 1 shot penta bursts, or the faster speeds those miners can get to the safety of said lasers.
Its hard to catch up when your behind, if your on the back-footing and being constantly chased, you have no resources for any real upgrades (cant get to tier 3 anyone?)

It also might have to do with the transitions. In the early game loosing 1 or 2 miners without recourse puts you behind the rest of the game, unless you have quick resources on hand to replace the losses (which you often dont). The late game there are not a lot of options because you might have completely lost green, which means no level 4 shielding, core upgrades, or energy transfers and all those other little green upgrades that flesh out your team.
The best part of the game is probably the first green field, because both teams often bring their BC, and end up not able to kill eachother because the lack of upgrades to kill, cripple yes, but you often run out of energy.

The early game can easily be fixed (Fix the godam miners from map-wrapping first thing they do) but i worry about the late game because there are not a whole lot of options that a loosing team can fall back on and it can snowball out of control.


Wow that was a lot of negative stuff....I just want to say there are problems with the game but usually games end 15-25 minutes if your clearly loosing which is wonderful, dont have to wait so long to be blown up 'gg' on to the next game, Chasing in the late game isnt as big of an issue, probably because the weapons AI is better and players are simply better at killing the opposition, though mousing is still a nuisance.
(Quick Note: im assuming the standalone will have a "border-less" map, where when you go to the edge you pop up on the other side, will it be possible to code in where you can "See" the other side? so that you can directly just shoot the damn ships instead of trying to find them and keep popping from side to side as they continue abusing the damn borders!)

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 Post subject: Re: Game pace.
PostPosted: Sat Mar 19, 2016 12:12 pm 
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pace is okay.

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