Progress towards next big Clashflash update:
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>> Support > Suggestions > vanguard
doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
feature requests:
- save the game (because games can take a very long time. best 1-3 slots on server to avoid cheating)
- remember the task of each soldier for next level


the one and only vanguard competition finisher ;-)
Mennez
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Absolute Hero
Level: 31 - Posts: 1125
Joined: Dec 10, 2006
There is already a save system.


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doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
i was talking about "compete" mode (sorry for not mentioning it)


the one and only vanguard competition finisher ;-)
Windwaker
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Superb Hero
Level: 31 - Posts: 939
Joined: Sep 14, 2007
oh oke wink that explains a lot wink
but in compete cant be a save cause else it cant be competition


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doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
(everything in compete mode again)
feature request:
- display medikit count in soldier's health bar. i mean the healthbar visible when viewing the details of a soldier in battle
(would be nice of course if even the small view of each soldier in the bottom area of the screen would display the medikit count but that is not required i think)

- let soldier gain experience in their skills (e.g. 1% accuracy and 1% handling every 10 kills. maybe with increasing formula like 1% for the first 10 kills, then 1% for 11 kills, 1 % for 12 kills and so on; or something like 1% gather speed for every 5 sandbag/wood)


the one and only vanguard competition finisher ;-)
Crisis
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Administrator
Level: 99 - Posts: 566
Joined: Dec 8, 2006
Thanks for the suggestions doublejk.

The idea with the medkits sounds interesting, should be quite feasible too. I'll look into it.

The soldier experience thingy has been crossing my mind, but because of balancing reasons I haven't build it in. As you've already noticed it's hard to balance this game. Can you imagine how hard it would be if we'd include growth of soldier performance too? It is a thing that I've noted for a possible future upgrade though, but only if the game has been balanced out decently with the current properties.

Saving is again a thing we've thought about. Yet, it's a thing that has been dropped for two reasons. The first is security (which, theoretically, could be solved) and the second is the amount of data that needs to be stored.

The campaign currently keeps saves after every mission. In every save a lot of information is stored to make sure that the game you load is exactly the way it was when it was saved.

It would require the making of a new system where competition status can be saved on the server. With the proper security this should be possible but it would take an additional marginal amount of time to realize. So for those reasons the choice, currently, has been made to let a competition session not last too long. Yet, because of the balance bugs you guys found this goal has not been realized. So my first focus will be on fixing that.


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doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
(all in competition mode)
suggestion:
- display current percentages in soldiers "kills & experience" menu (not only the percentages added)
Crisis said:
Me likes, implemented.



the one and only vanguard competition finisher ;-)
Crisis
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Level: 99 - Posts: 566
Joined: Dec 8, 2006
Ok, I have the feeling that the current way the competition of this game is managed is not a very nice way. If the game is made easy enough to make it to the final mission and prepare decently to hold out long, but hard enough to make sure it won't take 20 minutes of passive watching in mission 4, that's still just not it. The game will still make you go game over like a candle that's slowly burning up which easily results in boredom, removes replay motivation and draws an (almost) solid line of maximum scoring that's reached with limited margin.

To solve this problem I'm playing with the idea to remove the insane mission length of mission 4 and to put a hard end to the game after that mission. This means that your performance up until and including mission 4 will determine your score. This should make your role as an efficient sniper a lot more important, but to make sure it will be I can also increase the maximum score multiplier from 4x to say, 10x and increase the amount of points gained from specific situations such as shooting an enemy that's far back and shooting an enemy that's running.


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JC-Gamer
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Superb Hero
Level: 31 - Posts: 693
Joined: Oct 27, 2007
On top of the 10X multiplier you're having, you could also have a multiplier for getting constant headshots. Just an idea.


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doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
(all in competition mode)

- retreat button: maybe a retreat button would be a good solution for the problem of watching 5-10 minutes what the opposing soldiers do with your army after they are out of ammo and medikits. there could even be a bonus score for each soldier who survievs the battle this way (like 50 points each, remaining bridge health could be rewarded this way too).
to not overpower this system the soldiers could start running out the map (just the other way of the mission start) after the retreat order was given. (if you implement this please don't forgett a confirm dialog for the retreat order)

- shorter mission 4 / end after mission 4: please not. i think there are a few other options (favoured from top to down)
* retreat button (see above)
* just keep it like it is
* shorten mission 4 to 15-20% of its current length and increase each following mission by 10-20% of it's predecessor

- increased multiplier (10 instead of 4): very great idea i think

- multiplier for headshots: the head is the biggest thing of the clashflash army, so i don't think it is this hard to aim at the head (actually i make like 90-95% of my kills with headies)

- multiplier for soldiers running: yes, please increase the multiplier faster if the soldier was running, while he was shot

- multiplier for soldiers far away: yes, please increase the multiplier faster if the soldier was further away, while he was shot

- behaviour of the soldier with the big weapon: there is one opposing soldier who fires a weapon that flies up in the air and then comes down with splash damage (don't know the name sorry). this soldier goes in position aims, then huckers down and a few seconds later fires his weapon. he is to strong with this behaviour i think.
the problem is that he can continue his weapon preparation while he is covering. so i suggest that behind obstacles he can only aim in standing mode. in positons like left (or right) of the little house on the far right side of the map his current behaviour is ok


the one and only vanguard competition finisher ;-)
Crisis
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Level: 99 - Posts: 566
Joined: Dec 8, 2006
Alright guys. I've been re-balancing the whole weekend and I think I've got it. In the version you will find online from April 27, 7:45 PM GMT+1 the game's balance and point counting as changed a real lot. Yet, with this new version the current scores still count quite decently but it is possible to get a score higher than the current scores.

The new competition gameplay rules are as follows:

Mission 1,2 and 3 are quite well doable if you play tactically and don't waste too many bullets. Mission 4 is hard. You'll only be able to finish that mission if you've done a real good job in preparation before it and if you're sniping in a very efficient manner. Yet it's far from as lengthy as it was.

Your role as a sniper has become a lot more important in two ways. First of all your men won't be able to make it without your support. In fact, they might not even make mission 1 without decent support from you as a sniper, unless you're very lucky of course. You have to be very tactical about who you kill. Secondly, the scoring is a lot more influenced by your behavior. The sniping multiplier can now increase up to 9x. Also, the points gained from shooting a target far away are a lot more than the points you get from shooting a target at close range. Added to that you get quite a lot more points from shooting a target that's running instead of hiding behind a hill, bush, wall or house.

I did not implement the retreat option because such a option is no longer necessary in the current settings. You'll notice that the levels pass a lot faster than they did before, so even if you're all out of bullets and just waiting it'll be over quite quickly. It is also possible that your required to fire two shots to kill an enemy, but only if you weren't able to make a headshot.

The mortar trooper stayed the same. It's been made that strong because they simply are. A mortar has a delay though and if you have a roof they you're quite decently protected, for a while.. Just try and take them out quickly with your sniper because they give you quite a few points compared to other targets.

Adding another multiplier as JC said hasn't been implemented. It would make it too chaotic since you're already worrying about too many things as it is. And since headshots are, most of the time, the only kills you make it wouldn't add a lot to the game in the end.

So play well, beating mission 4 is possible. I've done it when I tested but not every time because it's quite hard to get there. Yet once you get there, your score will definitely show it wink


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doublejk2000
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Fantastic Admiral
Level: 14 - Posts: 35
Joined: Dec 5, 2007
(all in competition mode)

- allow the player to select what type of soldier/weapon is found. this should be two seperate decisions like there are two seperate tasks for soldiers.

the soldier selection: allow the player to select what type (engeneer, support, sniper, machinegun, bazooka) and how many of each type are found after he knows how many soldiers in total are found. you still wont know which soldier you get because there are a lot of soldiers of each type and you wont know as well if the soldier is carrying a weapon/ammo.

the weapon selection: let the player select what type of weapon (sniper, sniper for yourself, machinegun, automatic, bazooka, pistol) and how many of each type are found. here you wont know which weapons excatly will be found because there are two of each kind

both selections should be available at the report about what was found. maybe there could simple be some number select boxes be added at the end of the search report

this suggestion would be a fair addition to the game i think, because a succesful game to the end of mission 6 takes a few hours. also people would have more detailed options to test different tactics for succes


- let the heads of the area attacking opponents be a bit higher when they are in cover. their attack is very destructive and even with your own rifle they are very hard to be killed


- assure that the area attacking opponents are never out of view when they are aiming in cover mode. i think sometimes they are hidden completly behind some wall which is not fair i think (i might be wrong about that point)


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