LogFAQs > #877440051

LurkerFAQs, Active DB, Database 1 ( 03.09.2017-09.16.2017 ), DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
TopicMercenaries, Draft Edition: The Sign-Up Topic
KanzarisKelshen
04/18/17 3:07:19 PM
#46:


DeathChicken posted...
Seems kind of weird altering the terrains after mercs are chosen, as that could affect things a fair deal. "I bought Outland, a big open sniping desert!" "Well teams are starting on opposite sides of a road like they would in a Mortal Kombat fight, sucks for you"



Also second this.

You should just fix the ones you think are an issue beforehand. I honestly don't think there were many terrains at all that were all that terrible. (Keep in mind that I think good != needing fixing. There are just a few that are straight wonky or unclear like the F-Zero track that I'd axe)


Nothing really so drastic, it's more that fixing every single terrain is a huge chore that would take me a month or more, so I'm restricting it some. Basically the fixes are just going to be putting in clarifications that make some sense. To give you a couple of examples:

Shakuras, the Dark World - A volcanic hell with a breathable (if thin) atmosphere and swelteringly hot temperatures, perpetually in darkness. Attackers will start in the location of the Zerg base from the mission Drawing of the Web, while defenders will start at the center of the Telematros Plateau, but the whole world is accessible.

The Woglinde - The interior of the massive battleship cruiser. The ship is locked on autopilot, should be considered indestructible for the purposes of the fight, and access to the exterior of the ship is barred. No A.W.G.S. or any other mecha of any sort are present. Attackers will start within the hangar bay, whereas defenders will start at the main bridge.


Starting locations, really. I don't think there's any terrains that need more drastic fixes.
---
Shine on, you crazy diamond.
... Copied to Clipboard!
Topic List
Page List: 1