Hello guys! I realy want to see some tournament mode in the game, or clan system. I want a game where you don't need to do 300 apm like starcraft, and you can play on tournaments.
Topic here By the way, if you had bothered to search the word "tournament" you would have gotten that thread as a first result. :roll:
So don't play with people that are super competitive? Heck play with people that are drunk. That always makes for an interesting game of, well, anything.
I'm going to try to leverage my community visibility when the game comes around (assuming the amount of free time I have doesn't die) and try some ideas. It sounds very cute but we are building something from nothing.
Is it wrong to already have designed a PA drinking game? 3-4 players, and 6-12 bots (depending on how drunk you want to get). Game is free-for-all, but starts as an agreed upon comp-stomp. Each time a comp dies, everyone takes a drink (I prefer whiskey). After all the comps are dead, you try damn hard to kill one another. Because driving asteroids around a solar system is best done when you can't see straight.
I want 1 v 1 tournaments, or 2 v 2 but the best is 1 v 1 , maybe this game will be enough good to play on tournaments.
One thing: Make it visible for the audience what every player is doing! By knowing that you can judge players better and root for plavstyles you like (teamgames...)
the game should be fun WHEN it's competitive seriously - look at SupCom and the knowledge, time, effort required to be competitive, that's not good game design it should be fun even when you lose - in so much as you cant take solace in successes you did have even if you didn't succeed in winning SC accomplishes this by having fewer and more impactful abilities. TA accomplished this by having longer more dynamic battles.
I'm not sure what's not fun about competitive supcom. The game is inherently about optimizing and maximizing your production. The competitive scene is just a more extreme version of the base gameplay. Games like Starcraft don't know what they want to be when they grow up, so casual play is significantly different from competitive.
Another very important thing is the readability of the game. Make it so that a not involved viewer of a stream can tell whats happening and you nearly got the edge. As in bigger units== beter units bigger bullets == better bullets So no one that just wnats to watch a game needs to learn all stats to even understand a bit of the game.
It's not quite that simple, being tournament oriented changes the game design, and I find games designed like that aren't as much fun. I find Halo probably got it right, where the tourneyfriends get their own special ruleset.