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Brutality
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 7:44 pm |
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Joined: Wed May 02, 2012 8:23 pm Posts: 800
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Azure Aubin wrote: Quote: yeah sure, CTF for instance would just be about speed. and chasing leon for example would be a pain in the ***. So a game mode about running should not work. the fastest player runs with the flag, what about the other 2? since the flag carrier most certanly wanna avoid fighting and no other player can catch up with him.
What is needed is modes where you need to fight for dominion I do agree on new game modes could be nice, just dont capture the flag and/or deathmatch. Something like domination or king of the hill would work better with the game. Then why not substitute it with a protect and assassinate type mode? One player on each team is the target, you can only score points when said target is defeated. The target will change after death..?
Also, for CTF. How about whoever has the flag is not allowed to use any of their abilities, even the passive ones like speed. That way the other two would have to guard the carrier. Sounds fun to me, I think what would be cool as well is a super up version of the matches where all players start out with double the solar and earn 2 per second automatically(upgrade would now be 4 per second) and the mini bots are now the large bots with cannons and the large bots are then even larger and stronger. Turrets fire rockets instead of bullets.
_________________ Main:Genji Alt: Vinnie/Voltar Steam: Oppa Genji Style Awesomenauts Character Ideas: BrickSocketToxRoboy
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meiam
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 8:25 pm |
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Joined: Wed Apr 11, 2012 7:23 pm Posts: 73
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I'd like non symmetric maps, I know it would be really hard to balance, but I think it'd be pretty fun. Also would like some maps that change over time, path could collapse, other open, maybe some neutral hostile creeps appearing and attacking all that would attack.
As for different mode, I'd like similar game but where the main objectives are different than break the base, maybe something like stay in an area for a certain amount of time and if you're kicked out/killed the timer reset.
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Brutality
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 8:30 pm |
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Joined: Wed May 02, 2012 8:23 pm Posts: 800
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meiam wrote: I'd like non symmetric maps, I know it would be really hard to balance, but I think it'd be pretty fun. Also would like some maps that change over time, path could collapse, other open, maybe some neutral hostile creeps appearing and attacking all that would attack.
As for different mode, I'd like similar game but where the main objectives are different than break the base, maybe something like stay in an area for a certain amount of time and if you're kicked out/killed the timer reset. Lonestars would be too god like in that mode with the bull.
_________________ Main:Genji Alt: Vinnie/Voltar Steam: Oppa Genji Style Awesomenauts Character Ideas: BrickSocketToxRoboy
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Gosupro
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 11:09 pm |
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Joined: Thu May 03, 2012 4:30 pm Posts: 2
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I really like having an assists column idea
Maybe a lobby where you can discuss character combinations and strategies with your team before the match.
Your main base should be able to regenerate health.
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Procyo
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 11:33 pm |
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Joined: Sun Oct 09, 2011 3:35 pm Posts: 24
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Clan integration. with clantags and stuff
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PANDEMIC
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 11:36 pm |
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Joined: Thu May 03, 2012 3:12 pm Posts: 148
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I'd say... give us an option in privates to actually set bot difficulty and pick maps. I tried playing with a few friends against bots but we always get put on the same map against the hardest difficulty bots. Much harder than the bots in, lets say... practice mode.
_________________ GT: PANDEMlC (an L not an I)
Add "Awesomenauts FL" for easy access to other Awesomenaut players.
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Procyo
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 11:41 pm |
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Joined: Sun Oct 09, 2011 3:35 pm Posts: 24
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PANDEMIC wrote: I'd say... give us an option in privates to actually set bot difficulty and pick maps. I tried playing with a few friends against bots but we always get put on the same map against the hardest difficulty bots. Much harder than the bots in, lets say... practice mode. As you level up you unlock new maps for private games
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PANDEMIC
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Thu May 03, 2012 11:45 pm |
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Joined: Thu May 03, 2012 3:12 pm Posts: 148
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Procyo wrote: PANDEMIC wrote: I'd say... give us an option in privates to actually set bot difficulty and pick maps. I tried playing with a few friends against bots but we always get put on the same map against the hardest difficulty bots. Much harder than the bots in, lets say... practice mode. As you level up you unlock new maps for private games You sure there's an option before the game to select a map? I feel like I had a map unlocked. It was putting us on the bone one with the worm at the bottom. Rather then the first one you get. I'll check again when I get on.
_________________ GT: PANDEMlC (an L not an I)
Add "Awesomenauts FL" for easy access to other Awesomenaut players.
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david12596
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Fri May 04, 2012 12:06 am |
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Joined: Mon Jun 08, 2009 2:01 am Posts: 353 Location: New Jersey, USA
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I have some UI suggestion and other stuff.
1. have the Awesomenaut you are controlling health blue. It would help stand out and bit. I get lost sometimes when 6 people are fighting close to each other.
2. have a timer where the health packs and any other object that works in a timely matter to show when the next health pack or something else will respawn. I really feel this is needed. At times I don't want to go back but I don't know when the health pack is coming back. Same with those little minions you can spawn sometimes.
3. Let players undo a purchase if they buy the wrong thing. There are times when I buy something by mistake and then I get upset I can not undo it. A good way to do this is to enable the player to press one of the two ability buttons (I would say the top ability hotkey/button) and allow them to press it before leaving the store to undo the last purchase. If the players closes the store, they can not undo the purchase.
That is all I can think of. lol
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Ripper
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Post subject: Re: List of ideas for an improved Awesomenauts Posted: Fri May 04, 2012 12:10 am |
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Joined: Thu May 03, 2012 11:21 pm Posts: 25
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There is some little things I would like : 1. A better matchmaking. I often make matches with beginners and... I feel bad about them. I mean, it's hard for them to live since I am level 42 and I have much better skills than them. 2. I think we win too much xp after a game (or is it just me who are too skilled huhuhu ?) and then we level up too fast, I win a level almost after each game and I often win two levels in a game. I am level 42 and I played the game only two evenings. 3. The position of our life. When we are in a fight with a lot of people (creeps or players), it's hard to see how is our life and we can die because of this...
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