Re: Help needed testing 3.2.x Campaign games!
Posted: 03 Oct 2017, 19:36
Alpha 03
What did you change about the victory conditions for this stage, @Beserk Cyborg?
Otherwise, the only issue with this stage is by design...
In 1.10, it starts with this message:
It’s making the (entirely reasonable) assumption that you didn’t get to research this technology at the end of Alpha 02 (you have to jump through a few hoops to both collect the final technology and not destroy the base, as we all know - not something you’d expect someone starting out with the game to do).
Only after completing those instructions do you get another cutscene and the timer resets.
I know I said I’d drop this, but with the recent changes making jscam far more in alignment to previous iterations of the campaign than it ever has been, this difference sticks out that much more. It is quite clearly the intent of the stage to have two phases and a timer reset after the 2nd cutscene. The current change to this is not in keeping with the terms of reference.
If there are concerns about “power exploits” then why not handle the first phase the way Alpha 01 was, rather than removing it entirely (i.e. give it a time limit where there was none before - say 15 mins - which is then reset after the 2nd cutscene)?
I trust power bonuses are only applied on completion of a stage, so finishing the first phase early would not grant an additional one?
What did you change about the victory conditions for this stage, @Beserk Cyborg?
Otherwise, the only issue with this stage is by design...
In 1.10, it starts with this message:
It’s making the (entirely reasonable) assumption that you didn’t get to research this technology at the end of Alpha 02 (you have to jump through a few hoops to both collect the final technology and not destroy the base, as we all know - not something you’d expect someone starting out with the game to do).
Only after completing those instructions do you get another cutscene and the timer resets.
I know I said I’d drop this, but with the recent changes making jscam far more in alignment to previous iterations of the campaign than it ever has been, this difference sticks out that much more. It is quite clearly the intent of the stage to have two phases and a timer reset after the 2nd cutscene. The current change to this is not in keeping with the terms of reference.
If there are concerns about “power exploits” then why not handle the first phase the way Alpha 01 was, rather than removing it entirely (i.e. give it a time limit where there was none before - say 15 mins - which is then reset after the 2nd cutscene)?
I trust power bonuses are only applied on completion of a stage, so finishing the first phase early would not grant an additional one?