Dev Blog #4

8 Comments·Started 12 April 2016 11:00 AM
ustinustin Titans DeveloperustinComments: 3 Developer
Hi! As promised, today I’m going to describe the changes that are coming in the next update. I can't tell you exactly when the update will hit yet because it's going to be applied on different dates for different social networks. The answers to your questions in the third part of the blog will be published in about a week (along with questions about this blog).
  • Matchmaking

    Brief:
    All players (other than the top 1,000 on the leaderboard) will be matched with other players whose levels are close to theirs (plus/minus three levels), and the top 1,000 players will only be matched with other players who are also in the top 1,000 and as close to them in level as possible.

    Detailed:
    We had two goals: 1) expand the selection of opponents for all players regardless of their level, and 2) stop players from getting matched with opponents who are too easy or too hard.
    The number of times a player can attack another player in a 24-hour period will also be reduced. For beginning players (up to level 15) the maximum will be two attacks in 24 hours, for others it will be five attacks, and for the top 1,000 players it will be seven attacks.

  • Price of revenge

    Brief:
    Revenge will cost ten units of fuel.

    Detailed:
    Revenge was conceptualized as an additional way to interact with and provoke responses from other players, but it doesn’t do a great job of this. In point of fact, revenge has become a cheap way to climb the leaderboard (which not that many players can take advantage of), as well as a serious motivation to look for and exploit “holes” in the game when climbing the leaderboard. That's why we have decided to make revenge and standard battles the same price.

  • Victory conditions for PvP base battles

    Brief:
    When destroying another player’s base, you can earn one star (destroy the HQ), two stars (reduce the base to 50% health), or three stars (total destruction). If you lose, you get no stars (the attacking squad is destroyed or time runs out).

    Detailed:
    In addition to making the game more interesting by encouraging more complex tactics, this system will make it possible to carefully balance attack and defense.



  • Increasing and decreasing rank on the leaderboard

    Brief:
    Whether your rank on the leaderboard increases or decreases will depend on how many stars you earn in battle.

    Detailed:
    If you earn one star, you will go up two ranks, if you earn two stars, you will go up three ranks, and if you earn thee stars, you will go up four ranks (just as with clan rankings). Penalties for losing as a defender: You lose one, two, or three ranks respectively (keep in mind that losses have no affect on clan ranking).
    We have also been receiving requests to change the system for calculating clan rankings. We are working on this problem.

  • Conditions for earning rewards in PvP base battles

    Brief:
    The resources you earn during PvP base battles have nothing to do with how many stars you earn. To earn resources, you must intentionally destroy resource-gathering structures, depots, and the HQ.

    Detailed:
    In this update the mechanics behind penalties for defeat (how many resources the defender can lose) and calculating potential rewards (how much the attacker can obtain) will not be changed.
    Here’s an example of how a reward will be calculated when you attack a max-level base:
    T-mineral - destroying the HQ grants 25% of the maximum T-mineral reward, and destroying T-depots grants 15% per depot.
    Gas rifts and uranium mines (taken separately) will contain 5% of the maximum reward (in gas and uranium respectively). Every depots contain 11.5% of each resource, and the HQ contains 18.5% of each resource.

  • Building bases and supplying power

    Brief:
    Current base squares will be divided into four smaller squares. The mechanics governing supplying power and generating and gathering resources from monoliths will remain virtually unchanged.



    Detailed:
    This will make it possible to more carefully approach the question of building effective defenses. In addition, Tesla traps will take up one of the new, smaller squares, which will make it possible to place them either right next to or very close to each other in order to cover a target zone. Connectors (the cables between structures) will no longer be displayed, but the rule governing the supply of power will remain and will be adapted to fit the switch to smaller squares.



  • Walls

    Brief:
    There will now be ten levels of walls in the game. Walls are built instantly.

    Detailed:
    One wall section will take up one (reduced) square. 25 sections will be available at first, but this will increase as you upgrade your HQ to 40, 50, 60, and 70 (with a level 5 HQ).
    Although walls are built instantly, they cannot be built while you are building or upgrading other structures.
    However, we are also going to introduce convenient mechanics for building, moving, and upgrading multiple wall sections at once.



  • Defensive components

    Brief:
    Defensive components will be installed on structures (platings, guns, fields) instantly and independently from the construction process.

    Detailed:
    The installation cost in resources will increase by 20-40%. The interfaces for displaying and installing components will also be improved. Now you won’t have to go back to the modification window every time.



  • Exploding structures and corresponding damage

    Brief:
    Structures will now explode when destroyed and deal damage to adjacent structures if there are no empty squares between them.

    Detailed:
    This was done for several reasons. First of all, a powerful defensive element is being introduced -- walls -- and they need to be balanced. Second, destroying the HQ won’t be enough to ensure a total victory. Third, this will push players to build bases in various configurations, which will make battles more interesting.



  • Increased robot movement speed

    Brief:
    Some robots will start moving more quickly -- especially heavy and ranged robots.

    Detailed:
    Example -- Tiger - +0% speed, Osiris - +9%, Titan - +19%, Hammer - +25%. We did this in order to make combat more dynamic and further increase the size of the combat area (moving robots around the entire screen currently takes a very long time, and heavy and ranged robots are not very effective in complex tactical battles).

  • Reduced robot movement speed in forests

    Brief:
    Robots will now move through forests more slowly.

    Detailed:
    Knocking down trees, billboards, and fences (there are fences in a few missions) will slow robots down. Each object destroyed will apply a -35% penalty to speed for three seconds (the penalties stack during this time). It will be hard to move through a dense forest. We might introduce a mechanic that regenerates forests at bases.

  • Cannon mechanic changed

    Brief:
    Cannons will now be able to shoot through certain objects.

    Detailed:
    High-level cannons previously had almost no advantage over other kinds of weapons (they're heavy, they deal significantly less damage than machine guns, they don’t cause explosions like rockets, and they don’t have enough range to stand up to turrets). After the update, all cannons will be able to deal damage to two objects if one is in front of the other, and the Armageddon and ion cannons will be able to hit three such objects. Each object struck after the first one will take -50% initial damage.
If you made it all the way to the end of this blog, thanks! :) I’ll look forward to reading your suggestions in the comments section.
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Comments

  • John RobertsonJohn Robertson Forum Dweller John RobertsonComments: 2 ✭✭
    being able to upgrade the headquarters to higher levels
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  • Walter RobertoWalter Roberto Forum Speaker Walter RobertoComments: 21 ✭✭✭
    looking forward for it ^_^
    now more than ever we need more squads. 3 just isn't enough for all the possible configurations, why not 10 squads? It would give players no game breaking advantage, but it would be a lot more fun and fast, since it would allow us to experiment more
    keep up the good work, and just release it already :)
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  • Rob AdamsRob Adams Freshly on the board Rob AdamsComments: 1
    I'm holding at mission 56 "coming soon" for a couple of weeks. Any idea when the game will expand beyond mission 55?
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  • Jean-paul FollacaJean-paul Follaca Forum Speaker Jean-paul FollacaComments: 18 ✭✭✭
    Hello Fyodor and the team!

    As I said before, a lot of new features are interesting

    but I would take here the point of view of the base defender:

    I think some weapons are not enough accurate to defend the base: bastion and worse hades are more firing at ground than foes especially when bots are moving (but when they stop too).

    There should be a ranking board for base defenders as it is much more difficult to defend:
    We are never here (maybe send a facebook notification when attack starts ?)
    so, it is the AI of the game against a brain (guess the winner).

    If we are present:
    We have a squad at the dock, but no way to use it.
    I think we can't assign a target to the turrets? (I don't know, I was never here during attacks)

    If the defender defeats the attacker, he has nothing: no resources, no points, only a few fuel.
    And if there are several attacks before he comes back, he can only have the fuel of one attack.

    I think all this should be balanced or the people would loose interest at building turrets,
    protecting buildings and so on.
    (for now, some players are attacked so many times they want to leave the game)

    The long range bots are much more efficient than defenses. For instance, 6 salamanders.

    All this will become worse with the increasing of the battle time and speed of heavy bots.

    But, of course, I'm ready to try the new rules.

    Thank you very much for the game.
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  • Walter RobertoWalter Roberto Forum Speaker Walter RobertoComments: 21 ✭✭✭
    release! release! release!
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  • AdriosAdrios Freshly on the board AdriosComments: 1
    could we increase the amount of squad mechs from 6 to 9???
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  • ustinustin Titans Developer ustinComments: 3 Developer
    Hi Walter, going to release it *drumming* today ;) Stay tuned on the Facebook page http://facebook.com/titanscom.
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  • ustinustin Titans Developer ustinComments: 3 Developer
    Hi Adrios, we have no such plans now. Nevertheless, thanks for the idea ;)
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