Formal Apology
April 6 by John
To everyone who has already purchased Red Conquest: I am sincerely sorry for the bugs present at the launch of Online multiplayer.
As a software engineer, I am saddened that I didn't sufficiently test my code.
I've had 5 years of training in formal mathematics skills, logic, programming languages, performance optimization, and formal software testing, not to mention several actual years in the real world (yes, it exists!) doing all of that for production systems.
And it all came down to a lack of formal testing of our server, and a lack of complete testing coverage in the client.
Online multiplayer worked perfectly, when I submitted version 1.1... ... for perhaps 80% of the game start types ... ... and it would crash in certain cases after playing at least one game...
sigh
In the end, Victor, Henry and I have found and fixed bugs in three of the four components of Red Conquest:
-Red Conquest app (client)
-Directory/Matching server (where to list and find games)
-Relay server(s) (relaying realtime game information to play together)
The app just crashed sometimes, which wouldn't have been so bad if the relay server always timed users out correctly - sometimes the game would just hang there, doing nothing! And if a user did manage to time out correctly after crashing, if they were the host, then it would actually crash the entire directory server! (which our server would faithfully restart for us, but... you know... crashes are bad)
So again, we were all over the map with the 1.1 release, but thankfully, with many of you helping us out, we managed to find and fix all of the major bugs (that we know about!).
So thank you for your patience, and once more:
I am very very sorry. I hope it never happens again!
As a software engineer, I am saddened that I didn't sufficiently test my code.
I've had 5 years of training in formal mathematics skills, logic, programming languages, performance optimization, and formal software testing, not to mention several actual years in the real world (yes, it exists!) doing all of that for production systems.
And it all came down to a lack of formal testing of our server, and a lack of complete testing coverage in the client.
Online multiplayer worked perfectly, when I submitted version 1.1... ... for perhaps 80% of the game start types ... ... and it would crash in certain cases after playing at least one game...
sigh
In the end, Victor, Henry and I have found and fixed bugs in three of the four components of Red Conquest:
-Red Conquest app (client)
-Directory/Matching server (where to list and find games)
-Relay server(s) (relaying realtime game information to play together)
The app just crashed sometimes, which wouldn't have been so bad if the relay server always timed users out correctly - sometimes the game would just hang there, doing nothing! And if a user did manage to time out correctly after crashing, if they were the host, then it would actually crash the entire directory server! (which our server would faithfully restart for us, but... you know... crashes are bad)
So again, we were all over the map with the 1.1 release, but thankfully, with many of you helping us out, we managed to find and fix all of the major bugs (that we know about!).
So thank you for your patience, and once more:
I am very very sorry. I hope it never happens again!
Comments [21]
Bah, man, don't worry about it. I'm a human, right? YOU'RE a human, right? We all make mistakes. This was a minor one. Having an app crash didn't end the world (well maybe the red, blue, and now green worlds, but that's beside the point ;P). What matters is that you caught your mistake and fixed it. So don't sweat it, you're still a great dev and Cat-in-a-box is still my (and probably many others') favorite app-developing company. :)
Forgive and forget right? And I don't really know what there is to forgive, you gave episode 2 for free and lowered the price for the entire game. And now I cant even remember what I should Forget. So no more excuses. k? ^^
I want to be able to send messages to friends on red conquest :/
Foehammer117 (alex: I want to be able to send messages to friends on red conquest :/
Yeah, and push notifications would be neat. They'd tell you when someone is online if you are offline. :)I think I got 2 good ideas for the next red conquest update.
one: I often find it really annoying that red has no scout. I don't think it needs one, why not just increase the sight radius for the red Cruiser? to something like 250-270?
two: when the battle is tense, its sometimes hard to see everything clearly, sure you can zoom out, but then vital information about units disappear, like there health bars and there fighter bars, why not have three "stages", if you have zoomed in you see al stats, (health/fighter bars, fighters flying around) when you have zoomed out you don't see any stats. But when you are in an in-between mode you only see health/fighter bars. (no fighters flying around.)
John: please reply with you thoughs.
one: I often find it really annoying that red has no scout. I don't think it needs one, why not just increase the sight radius for the red Cruiser? to something like 250-270?
two: when the battle is tense, its sometimes hard to see everything clearly, sure you can zoom out, but then vital information about units disappear, like there health bars and there fighter bars, why not have three "stages", if you have zoomed in you see al stats, (health/fighter bars, fighters flying around) when you have zoomed out you don't see any stats. But when you are in an in-between mode you only see health/fighter bars. (no fighters flying around.)
John: please reply with you thoughs.
Justin:
that would be awesome!Foehammer117 (alex: I want to be able to send messages to friends on red conquest :/
Yeah, and push notifications would be neat. They'd tell you when someone is online if you are offline. :)Did the white colored build screen get fixed?
Sometimes the Mass Build Screen would be totally white, with no detail
Sometimes the Mass Build Screen would be totally white, with no detail
No problem John, just keep up the overall great work. We are only human, but your game isn't human, it's godlike.
hi John
I find that red conquest, crashes allot when I try to find friends. 10-15 times in a couple of minutes :S
I don't know if its relevant, but maybe it is. every time it crashed I search for "]" or "[". thought you should know.
I find that red conquest, crashes allot when I try to find friends. 10-15 times in a couple of minutes :S
I don't know if its relevant, but maybe it is. every time it crashed I search for "]" or "[". thought you should know.
I hate to bug you with more bugs but there is one on every mode that it tells me that i have +371839387 resources even though my res are going down like crazy. I can send you screenshots if that would help.
Keep up the good work, dont let a few minor bloopers get to you and good luck perfecting the game!!!
Keep up the good work, dont let a few minor bloopers get to you and good luck perfecting the game!!!
could you make it possible to see the actual in game color of the players in the lobby? if you are spectating its kinda hard to know who's doing what.
and its kinda frustrating to leave the chat, and then open the chat again just to find that you are at the top of the conversation. best if you always enter at the end. :p
and its kinda frustrating to leave the chat, and then open the chat again just to find that you are at the top of the conversation. best if you always enter at the end. :p
John, I'm giving you a lot of my thoughts about red conquest, I hope you don't think it's unnecessary information, and just annoying (which allot of it probably is :P ).
But sense I play a lot of red conquest, I will continue to give you my thoughts of "improvements", until you tell my not to ^^
So here are some more!: I think it would be good if there where a "ping" or some kind of sound for the game host when someone joins the lobby. Because its often 0 players online, and if I go online to wait for others, I don't want to stare at the screen for 30 minutes to see if someone joins me (or the time it takes for someone to go online). so why not ad a ping or something, so one can put the iphone aside and do outer stuff.
2: I find the new update excellent! and i like that some of the units got more HP (they needed it!). But its still nut at al fair in rush. With equal players red will ALWAYS win against blue and green, blue will always win against green and green will always.. lose... (rush). and that's no fun, then al good players will have to go the same color.
To solve this problem for green it would be good if it could get an MV or/and maybe foundry out faster ( sense al things take's so long time to build and costs so much, the beginning resources will be empty when you built something, so the next thing will take superduper long time to build (not rush friendly).
And blues main rush build, is to build carriers and let the carriers build cruisers. But if you go against red, your first carrier will die right after you build your first cruiser (and by that time red will have 3-4 carriers, and you will have nothing to defend you weak cruiser :P). So to solve the problem, give blue carrier and cruiser allot more HP, and increase the cruisers attack damage.
I really do think that red should be the best rush faction, but I still think that it should be a possibility to win with blue and green if you do your micro right. and that's not the case at the moment.
But sense I play a lot of red conquest, I will continue to give you my thoughts of "improvements", until you tell my not to ^^
So here are some more!: I think it would be good if there where a "ping" or some kind of sound for the game host when someone joins the lobby. Because its often 0 players online, and if I go online to wait for others, I don't want to stare at the screen for 30 minutes to see if someone joins me (or the time it takes for someone to go online). so why not ad a ping or something, so one can put the iphone aside and do outer stuff.
2: I find the new update excellent! and i like that some of the units got more HP (they needed it!). But its still nut at al fair in rush. With equal players red will ALWAYS win against blue and green, blue will always win against green and green will always.. lose... (rush). and that's no fun, then al good players will have to go the same color.
To solve this problem for green it would be good if it could get an MV or/and maybe foundry out faster ( sense al things take's so long time to build and costs so much, the beginning resources will be empty when you built something, so the next thing will take superduper long time to build (not rush friendly).
And blues main rush build, is to build carriers and let the carriers build cruisers. But if you go against red, your first carrier will die right after you build your first cruiser (and by that time red will have 3-4 carriers, and you will have nothing to defend you weak cruiser :P). So to solve the problem, give blue carrier and cruiser allot more HP, and increase the cruisers attack damage.
I really do think that red should be the best rush faction, but I still think that it should be a possibility to win with blue and green if you do your micro right. and that's not the case at the moment.
Hey John. Thanks for the new update. The carriers really needed it. Anyway, I think you just need to make a minor change to the way the way the colours work on multiplayer. The way they work now, each player sees themselves as the original colour of the faction (e.g.-green is green, red is red, etc...) which can get really confusing, as the other players could see you as purple when you see yourself as blue. So perhaps you could change it to where you see yourself as other players see you too. I want bother any further as I'm sure you have more important things to do. =P
Hey guys if you don't know me i play online. Ask any... umm almost any 2F member and they know me. ;) anyways its about this quote down bellow. Enjoy!
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
In general the new update rocks with the multi player and stuff. The Cpu players sort of screw the game play over by somehow adopting AI interference or something where your units move and you can't stop them. Its kind of annoying when you want to face bots. But we still find players sometimes. Or we just play with whatever we got online.
I guess thats all i gotta say for now. And thanks for reading and if you skipped to the bottom and are reading this now. Go back up and read it! ;)
foehammer117:
So here are some more!: I think it would be good if there where a "ping" or some kind of sound for the game host when someone joins the lobby. Because its often 0 players online, and if I go online to wait for others, I don't want to stare at the screen for 30 minutes to see if someone joins me (or the time it takes for someone to go online). so why not ad a ping or something, so one can put the iphone aside and do outer stuff.
YES!!! this is good. I will probably have headphones in waiting for a ping while im doing something else. I would also be more encouraged to wait longer times in case i get side tracked i may not notice somebody. but this will fix all that.So here are some more!: I think it would be good if there where a "ping" or some kind of sound for the game host when someone joins the lobby. Because its often 0 players online, and if I go online to wait for others, I don't want to stare at the screen for 30 minutes to see if someone joins me (or the time it takes for someone to go online). so why not ad a ping or something, so one can put the iphone aside and do outer stuff.
foehammer117:
2: I find the new update excellent! and i like that some of the units got more HP (they needed it!). But its still nut at al fair in rush. With equal players red will ALWAYS win against blue and green, blue will always win against green and green will always.. lose... (rush). and that's no fun, then al good players will have to go the same color.
To solve this problem for green it would be good if it could get an MV or/and maybe foundry out faster ( sense al things take's so long time to build and costs so much, the beginning resources will be empty when you built something, so the next thing will take superduper long time to build (not rush friendly).
And blues main rush build, is to build carriers and let the carriers build cruisers. But if you go against red, your first carrier will die right after you build your first cruiser (and by that time red will have 3-4 carriers, and you will have nothing to defend you weak cruiser :P). So to solve the problem, give blue carrier and cruiser allot more HP, and increase the cruisers attack damage.
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time. 2: I find the new update excellent! and i like that some of the units got more HP (they needed it!). But its still nut at al fair in rush. With equal players red will ALWAYS win against blue and green, blue will always win against green and green will always.. lose... (rush). and that's no fun, then al good players will have to go the same color.
To solve this problem for green it would be good if it could get an MV or/and maybe foundry out faster ( sense al things take's so long time to build and costs so much, the beginning resources will be empty when you built something, so the next thing will take superduper long time to build (not rush friendly).
And blues main rush build, is to build carriers and let the carriers build cruisers. But if you go against red, your first carrier will die right after you build your first cruiser (and by that time red will have 3-4 carriers, and you will have nothing to defend you weak cruiser :P). So to solve the problem, give blue carrier and cruiser allot more HP, and increase the cruisers attack damage.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
foehammer117:
I really do think that red should be the best rush faction, but I still think that it should be a possibility to win with blue and green if you do your micro right. and that's not the case at the moment.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) I really do think that red should be the best rush faction, but I still think that it should be a possibility to win with blue and green if you do your micro right. and that's not the case at the moment.
In general the new update rocks with the multi player and stuff. The Cpu players sort of screw the game play over by somehow adopting AI interference or something where your units move and you can't stop them. Its kind of annoying when you want to face bots. But we still find players sometimes. Or we just play with whatever we got online.
I guess thats all i gotta say for now. And thanks for reading and if you skipped to the bottom and are reading this now. Go back up and read it! ;)
[QUOTE=UsedtobeGreen]
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])[/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])[/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p
[QUOTE=foehammer117][QUOTE=UsedtobeGreen]
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.
[QUOTE=foehammer117][QUOTE=UsedtobeGreen]
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.
[QUOTE=UsedtobeGreen][QUOTE=foehammer117][QUOTE=UsedtobeGreen]
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.[/QUOTE]Nice essay green XD
Ok so about the blue carrier more hp thing I think it could be done considering how the red carrier has +30hp/sec and blue has equal hp to it. Although more hp, it should have less than the green carrier at the same time.
And for increasing cruiser attack power. NO!!! big no for that. And i mean NOOOOOO. Seriously its hard enough when all a blue person does is build 3 carriers and pump out cruisers like its judgment day. The cruisers simply outnumber and kill everything in their path. I feel they should be weaker actually. They should have just a lil less damage. so that being swamped by an ocean of blue isn't quite so threatening as it was before.
If you were on last night i won a few with green vs red players when they were rushing, courtesy of LepoardGecko. :P ( map = Pipline ) then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P]) [/QUOTE]Then maby its just me who sucks at rush then :P (or maybe its gecko [joke joke :P])
And about Blue carrier HP, I take back what I have said sense blue is actually really good vs red in rush. (spam carrier and carrier spam cruiser.)
About Cruiser tweak. it should not be weaker sense they costs so much, it's already not worth the cost to build a cruiser. But maybe its actually not such a bad idea. Sense if they get weaker the cost should also be lowered, because now they are to weak to use in small numbers and to just build a few costs to much. And then they wouldn't be so dangerous in big numbers
Or to solve the cruiser spam, they could get a disadvantage in big numbers, like the battleship but like a negative effect :p[/QUOTE]lol this is turning into a forum.
Yeah i Guess the weakness in numbers could be applied I think that would balance out the massing of cruisers sort of like how the destroyers are weaker if near another ship. Its hard to say since i haven't played where everyone massed cruisers and we had a massive fight or anything. I do think that lowering the cost of the cruiser and damage may have a better over all effect on it, also difficult to say. But if its lowered too much it would be cheaper to build then a scout is. That would mean a change to scout price too maybe. And a lot of changes done to blue all at once may either make it really overpowered or really weak cause of cruiser weakness.
If cruisers are the main rush strategy then lowering the cost would make it easier to defend against the reds as they try to rush you.[/QUOTE]Nice essay green XD
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