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Hello.
After a long game I had several offers about the objectives on the maps. Every objective is too casual and easy now, I think they should change:
Smuggler:
If imps have planted a bomb, but rebs have managed to kill all imps - rebs win. It's wrong, it looks especially silly when it's 1 second before explosion, last imperial dies and rebs win. Bomb defuse should be a must.
From the side of the imps - it's too bad that all imps have the bomb. Make the bomb an entity which can be picked and dropped.
Also, let the rebels pick that bomb up, so that they can steal it from imps to not let them plant it.
Give rebels the possibility to plant this bomb anywhere.
Alderaan - same about bomb picking.
Echobase:
There's a wall in the side, which can be destroyed without any items. Make a bomb for imps there, which can be planted on a wall
Also, there are "locks" on doors which should be broken to open the doors. Considering that those are panels, it looks quite strange. Replace destruction with a hack.
DotF:
Task of rebels is to lock themselves in the throne room, but it looks stupidly when there are tons of imps in it. Throne free of imps should be a condition to win. You can lock the throne, but until every imp there won't be killed/thrown out, obj won't be completed.
Same about a window: before obj can be completed, it has be to closed with an iron flap. Control panel of this flap will be in the throne room.
Tatooine:
Same as dotf, if a ship flies away with imperials on board, obj isn't completed until every imp on ship is dead. If imperials kill every rebel on ship - they win.
Deathstar:
Same problem with destructible panels. Replace the destructible panel on imps' spawn with a hackable one.
Add a possibility to open the ship not only from the control room, but also near the ship as well, but taking much more time (to prevent control room camping)
After a long game I had several offers about the objectives on the maps. Every objective is too casual and easy now, I think they should change:
Smuggler:
If imps have planted a bomb, but rebs have managed to kill all imps - rebs win. It's wrong, it looks especially silly when it's 1 second before explosion, last imperial dies and rebs win. Bomb defuse should be a must.
From the side of the imps - it's too bad that all imps have the bomb. Make the bomb an entity which can be picked and dropped.
Also, let the rebels pick that bomb up, so that they can steal it from imps to not let them plant it.
Give rebels the possibility to plant this bomb anywhere.
Alderaan - same about bomb picking.
Echobase:
There's a wall in the side, which can be destroyed without any items. Make a bomb for imps there, which can be planted on a wall
Also, there are "locks" on doors which should be broken to open the doors. Considering that those are panels, it looks quite strange. Replace destruction with a hack.
DotF:
Task of rebels is to lock themselves in the throne room, but it looks stupidly when there are tons of imps in it. Throne free of imps should be a condition to win. You can lock the throne, but until every imp there won't be killed/thrown out, obj won't be completed.
Same about a window: before obj can be completed, it has be to closed with an iron flap. Control panel of this flap will be in the throne room.
Tatooine:
Same as dotf, if a ship flies away with imperials on board, obj isn't completed until every imp on ship is dead. If imperials kill every rebel on ship - they win.
Deathstar:
Same problem with destructible panels. Replace the destructible panel on imps' spawn with a hackable one.
Add a possibility to open the ship not only from the control room, but also near the ship as well, but taking much more time (to prevent control room camping)