Well, I'd say it sounds technically possible (not sure about OpenGLES though), but it would still be a lot of work to make it usable IMO. With controls for example; there is unfortunately not much point for a mobile game that has to be played with a keyboard
Search found 19 matches
- Sun Jan 29, 2023 2:02 pm UTC
- Forum: Ideas & Suggestions
- Topic: Unv on Android
- Replies: 7
- Views: 9982
- Sat Nov 19, 2022 10:13 am UTC
- Forum: Ideas & Suggestions
- Topic: add a mechanism to prevent people change team to destroy base
- Replies: 14
- Views: 28119
Re: add a mechanism to prevent people change team to destroy base
For the record, I wasn't advocating making the restrictions harder but softer. I find it frustrating when you want to go help the other team that can't because they are supposed to be numberful enough — even though they may be 3 noobs against 3 experienced players.
- Sat May 07, 2022 7:09 am UTC
- Forum: Sounds & Effects
- Topic: Brut sound for something
- Replies: 4
- Views: 39305
Re: Brut sound for something
The first two sounds already feel alien to me to be honest. I would like to see the first two used on the granger. Maybe the first one could be the basis for a pain sound and the second one for a "follow me" sound. They are still quite noisy though. Could you record a piece of sound with n...
- Sun Nov 07, 2021 8:04 am UTC
- Forum: Ideas & Suggestions
- Topic: add a mechanism to prevent people change team to destroy base
- Replies: 14
- Views: 28119
Re: add a mechanism to prevent people change team to destroy base
Well, in theory, those players would have a low score. So I would hope it would even out.But sometime, you need rebalance, when players leaves or too low skilled.
- Wed Oct 27, 2021 9:55 am UTC
- Forum: Ideas & Suggestions
- Topic: add a mechanism to prevent people change team to destroy base
- Replies: 14
- Views: 28119
Re: add a mechanism to prevent people change team to destroy base
How about forbidding people to change team after staying in one for too long, assuming the other team has both (1) at least as many people and (2) similar or better score? This would fix most of the trouble mentioned here, and would avoid people switching team to the other one just because they feel...
- Wed Oct 27, 2021 9:51 am UTC
- Forum: Feedback
- Topic: Build points considerations
- Replies: 16
- Views: 64657
Re: Build points considerations
I don't know in off topic, have you noticed that if you build a drill and a nearby leech, they decrease the bp capacity? (not 2 drill/leech) Yup, that is known, and possibly intended: they will compete for the build points. Given the comment here, I think it's on purpose :smile: https://github.com/...
- Sun Oct 24, 2021 12:26 am UTC
- Forum: Community
- Topic: New players are leaving quickly
- Replies: 11
- Views: 18748
Re: New players are leaving quickly
For the record, I think I'm helping fixing bugs that look/feel bad, are perplexing for a newcomer, etc. I'm also working my way through what I believe is needed to create some form of tutorial, but that is more work. Here are some example of perplexing behavior fixes: https://github.com/Unvanquished...
- Sun Oct 10, 2021 5:57 am UTC
- Forum: Community Development
- Topic: navmesh upgrades
- Replies: 0
- Views: 26113
Re: navmesh upgrades
I'm sure the navmesh fixes would be accepted soon enough if in a PR
- Sat Oct 09, 2021 10:38 pm UTC
- Forum: Ideas & Suggestions
- Topic: Gameplay Overhaul
- Replies: 19
- Views: 35152
Re: Gameplay Overhaul
On principle, I am in favor of a reward for damages that don't kill. This would need playtesting though.
I would also be in favor of a bigger reward if you deal the final blow to an enemy, even if you didn't hurt it much by amount of damage
I would also be in favor of a bigger reward if you deal the final blow to an enemy, even if you didn't hurt it much by amount of damage
- Sat Aug 28, 2021 7:47 am UTC
- Forum: Ideas & Suggestions
- Topic: Gameplay Overhaul
- Replies: 19
- Views: 35152
Re: Gameplay Overhaul
Answering freem this time. Hopefully we have fixes for many of these! slow down the respawns, to make base attack easier, and base camping less efficient Can't disagree. How would it vary with the number of spawns though? Twice as many spawn -> twice the newborn throughput? reduce freaking fire impa...