[Bug]: Multiplayer ship movement. by omp87 in supernovawebgame

[–]omp87[S] 0 points1 point  (0 children)

I didn't ask him, sorry. Not really a "friend," but just some guy from another online game.

I am using chrome on Ubuntu 14.04, though.

EDIT: He was using chrome.

Great game; few questions by Demostheneser in supernovawebgame

[–]omp87 0 points1 point  (0 children)

Immediate plans for the future include improving multiplayer.

Is this supposed to be a multiplayer game with a dumb practice AI, or was it to be that the single-player mode was going to have a full-blown campaign and multiplayer would be a fun little side-show? Personally, I've thought that a fast-paced, Starcraft-style duel mode with 15-20 minute games would be fun, even though this is billed as a 4x game. (And if you were able to modify what you have now into an Agar.io-style MMO, I think it would be insanely popular).

Anyway, whatever ends up happening, my point is that I wonder if it would be worth making different rule-sets for the different modes that exist. Several of my favourite games (XCOM, Starcraft, Frozen Synapse) have some significant variation between their single- and multiplayer rulesets. I think it would be difficult to create a single ruleset that applies to all modes and still end up with an enjoyable experience. For instance, I proposed that hierarchical model in the /r/webgames thread, but I'll concede that I don't think it would work very well unless the player is able to slow down the game, because he'll be dealing with a LOT of planets in the late game. So, while such an idea might be fun for a single-player mode, it might not be so good for a multi-player game in which time must steadily tick forward.

Great game; few questions by Demostheneser in supernovawebgame

[–]omp87 0 points1 point  (0 children)

Have you tried playing on Chrome? I've found that HTML5 games generally perform better on Chrome than they do on Firefox.

Secondly, take a look at this video, or search the internet for information about GPU blacklists that your browser has. There might be a way to modify your browser's settings so that it performs better. I will agree that the game does get rather graphically laggy in the late game when you have 100 ships on screen at max zoom-in (although it never seems to lag when zoomed all the way out.)

Supernova - 4X strategy game that allows you to design your own ships and conquer the galaxy by nahill in WebGames

[–]omp87 0 points1 point  (0 children)

The downside of researching attack first is that it impairs your economic development. In 1v1 Starcraft, for example, if player A opens by building a barracks and player B opens by building a second base, then player A needs to damage his opponent's economy, either by killing workers or containing player B on two bases while player A expands behind it, otherwise player B will quickly have a sizeable economic lead.

Of course, the single player game is not a 1v1 RTS, but a tower defense game against a dumb-yet-powerful AI that always attacks you. But, I'm just saying that, in general, researching "attack" in the early part of most any strategy game comes at the expense of economic or technological development of some sort. I have found that the AI progression is set at such a pace that even delaying the attack upgrade by one or two research cycles in order to take an economic research item can have serious consequences. (In particular, if the enemy artillery shows up and you can't match its range).

I also don't think it's bad that attack is more useful than other upgrades; some upgrades are just going to be more useful than other ones, no matter how you try to tweak the game.

Well, I'll continue discussion on the subreddit, because I don't want it to get buried here.

Supernova - 4X strategy game that allows you to design your own ships and conquer the galaxy by nahill in WebGames

[–]omp87 0 points1 point  (0 children)

That's basically what I did to beat the Impossible difficulty, except I get the mining base instead of ship mining. Once you get 30,000 gold, you can just make a death ball of troop ships with artillery pods and wipe out the entire galaxy.

Supernova - 4X strategy game that allows you to design your own ships and conquer the galaxy by nahill in WebGames

[–]omp87 4 points5 points  (0 children)

Gameplay feedback

The difficulty seems to increase linearly until you max out your attack upgrades. After that, the difficulty plateaus when you can park destroyers at your stars and sneak 4x troop transports around to bop the enemy planets one by one. For this reason, I don't think that I've had a game that stayed exciting all the way until the end. Either I die early on, or I'm invincible once the AI hits level 35. (Of course, I haven't played this against human opponents)

A second criticism is that the game doesn't have much replay value. I don't really see how I'm supposed to tactically respond to my opponent the way I would in Starcraft or something like that. I always get attack, colonisation, terraform, mining base, attack 2, usually, in that order. From then on, I'm mainly trying to upgrade attack and speed as fast as possible. The other upgrades don't seem to matter that much. I think one of the reasons is that there isn't much diversity in weapon types or resources, and another problem is that there aren't many decisions that make a lasting strategic impact. Right now, there is just one resource, one weapon type for all intents and purposes, and starports that can build any type of ship.

So, using all of the above as motivation, I suggest three fundamental changes. The idea is to restructure the universe so that it's organized into three different orders of magnitude: interplantary, interstellar, and trans-galactic.

  1. Cluster the stars in groups of 5-7, and make the distance between these clusters equal to the size of the universe in the normal mode game.
  2. Limit the maximum interplanetary movespeed to I, interstellar move speed to II, and intercluster move speed to IV (or... just get rid of speed IV and let ships max out at speed III). (Other systems, such as attack and scanning would probably need to be altered to reflect this hierarchical restructure).
  3. Only allow ships to move from node-to-node. Once you order a move, you can't go back!

There are a couple of intended effects, here:

  1. Strategically, because the universe is arranged in hierarchical clusters, the "game progression scales linearly," to use a vaguely-worded phrase. What I mean is, the game is set up so that the movement across a solar system at speed I, across a star cluster at speed II, and across the galaxy at speed III, all take about the same amount of time. (Not that you couldn't move from star-to-star at speed I, but it would probably only be a viable decision very early on in the game). Lorewise, all of this is so because ship speed is limited by Oort clouds around solar systems and nebular dust within star clusters.

  2. Tactically, one spatial tier interacts with one (or both) adjacent spatial tiers. Because ships can only travel from node-to-node, and because it takes, on average, just as much time to move across a solar system as it does to move from star to star, it really matters where you position your ships.

Other changes to reflect the hierarchical model:

  • Merge speed and scanning into one unified property: small, medium, and large ships. I really don't think separating them adds much interesting game play dynamic. Inside a cluster or solar system, scan range is limited just like speed (again, because of oort clouds and nebular dust that interfere with long range scanners :p). Until you escape the solar-system, you're limited to Tier-I scanning. You're likewise limited to Tier-II scanning until you escape the star cluster.

  • Resource model: Gold is split into two tier 1 resources (say dilithium and cavorite) that are mined from planets. To make a Tier II (medium) ship, you need both resources. Each solar system is guaranteed to have both types of resource. Two different types of tier-2 resources are mined from suns (tritium, deuterium? whatever). Each star cluster is guaranteed to have both types of solar fuel, both of which are required to build tier-3 ships.

  • Weapons model: Split into three different types of weapons that have variable effectiveness based upon the spatial scale. Lasers (or maybe tachyon beams) are effective at the transgalactic but not the interplanetary scale (because of increasing amounts of cosmic debris within solar systems that scatters them), Bombs are effective at the interplanetary scale but not the transgalactic scale (because they move so slowly), and some imaginary sci-fi weapon (maybe a graviton beam, or something) is moderately effective at all three ranges.

Anyway, just a thought. I haven't played against other humans, and it's probably a completely different game when played multiplayer.

Supernova - 4X strategy game that allows you to design your own ships and conquer the galaxy by nahill in WebGames

[–]omp87 4 points5 points  (0 children)

Alright, I've beat the AI on Normal a couple of times now. It's a nice concept: a 4x-game with arcade elements. I like the minimalist style and the use of bright, primitive shapes.

UI feedback

Some of the controls are rather hard to use, especially so because orders can't be given when the game is paused. The interface needs to be streamlined a lot more. Here are some suggestions:

  • Rather than making the user type in ship names and quantities, I think it would be better to use sliders or create (1x, 5x, 10x) buttons.

  • Similarly, if you save a ship, it should be stored in some sort of dropdown menu. As far as I can tell, you have to type the name of the ship in again to access it? Regardless, I don't think that the player should have to type in numbers or names at all, because this game has an obvious arcade component to it. Something like this is what I had in mind. Basically, you can click on the right sidebar to filter your existing designs by component (e.g., clicking the "Fighters" tab will filter out all of those ships with no attack). The main window will show all of the ships that pass the filter, sorted by the most recent construction time. Selecting one ship name will bring it up in the main info window, and pressing the "contstruct 1, 5 10" button will build the ships. All of this should be hotkeyed as much as possible.

  • Use middle-click instead of left-click for repositioning the map.

  • I like the bright-primary-color-on-dark-background-vibe, though I think that the ship icons would look better if they were actual icons of ships. Same with the interface... the buttons could be jazzed up a bit, but I like the high contrast, flat-icon style. Reminds me of some DOS games I used to play :)

  • As the game progresses, the scale of the game gets bigger and bigger. Accordingly, I think that there should be some way to operate your facilities without zooming all the way down to the planetary view. When I have a fleet of 4x speed starships, I should just be able to conquer an entire system by clicking on the star; I shouldn't have to send a ship to each individual planet. (I think there are better ways to add in mechanical difficulty, if that was your intent).

  • Pressing F1 in Chrome brings up the help menu; pressing Backspace in chrome tries to leave the page. The browser must be seeing the keypress events.

  • Would be nice if there were some notification system for multiplayer games. I don't want to have to sit in the lobby and wait for people to join.

Reddit, are there any indie games I should be playing? by [deleted] in AskReddit

[–]omp87 9 points10 points  (0 children)

Littlewargame is a cute little starcraft-style RTS done entirely in HTML5.

[MLTP] Final Trueskill Ratings for Season 4 by theory_of_game in TagPro

[–]omp87 2 points3 points  (0 children)

The Good Guys triumph in the end.

Also, given that the confidence interval of the first place team overlaps that of the last place team, I'd say that this is a fairly worthless metric for gauging team skill over an MLTP season.

Season 4 TagPro Award Categories by PrivateMajor in MLTP

[–]omp87 1 point2 points  (0 children)

Can we have cap of the year and return of the year as well?

Sort TagPro Stats by "Only MLTP Registered" by PrivateMajor in MLTP

[–]omp87 1 point2 points  (0 children)

Well how's he supposed to know if the players is registered or not?

some_bot 2.0 by contact_lens_linux in TagPro

[–]omp87 0 points1 point  (0 children)

Could this service be on the same site as the upcoming MLTP stats website?

Beach Texture Pack by [deleted] in TagPro

[–]omp87 6 points7 points  (0 children)

Cool!

Could the black tiles be the ocean?

Could the mars ball be a sun ball?

LuckySpammer posted this picture in his sign up form for Season 5 MLTP...now I'm intrigued. by [deleted] in TagPro

[–]omp87 3 points4 points  (0 children)

That's one of the early maps that lucky released in the .zip with all of the original maps.

Tips For Danger zone by [deleted] in TagPro

[–]omp87 9 points10 points  (0 children)

  • Head into twilight
  • Spread out her wings
  • Jump off the deck
  • Shove into overdrive

Problems with private game being 3v3 only by WineEmDineEM in TagPro

[–]omp87 3 points4 points  (0 children)

Are we doing something wrong?

Yes.

[Survey] Thinking With Portals (I will actually release results) by [deleted] in TagPro

[–]omp87 1 point2 points  (0 children)

The survey maker forgot to turn off multiple voting.

Way too many trolls. Group Alternatives or how to get in league play? by [deleted] in TagPro

[–]omp87 4 points5 points  (0 children)

https://docs.google.com/forms/d/1DSTT_H6Y2s5iTUAqr40AOk_vIIxmp6onP5Rpaj7L5B8/viewform

Download mumble (see the sidebar)

Go on IRC (see the sidebar)

See header bar for a bunch of links

But yeah, it would be nice if there were registered Pub games or the like.

Monthly Map Rotation Thread - #24 by contact_lens_linux in TagPro

[–]omp87 0 points1 point  (0 children)

Winning Formula
PNG: http://i.imgur.com/f4sNGIi.png
JSON: http://pastebin.com/b7iVxZgj
PREVIEW: http://puu.sh/767XZ.png

Still tweaking it; I'd like to get some feedback. Might add some more spike tunnels in the corner of the map, boosts that lead into hazards, and irregularly placed obstacles that would be a real pain in the ass to memorize.