Routing and finding the front line

Every now and again, for some reason I can’t explain, my little “flood fill” algorithm from tracing supply links out from the factories manages to miss a spot.

Why redo capture in 1.31?

Several people have asked me why we chose to replace the capture system in 1.31: in an already overdue major release, it seems like we could have spent our time on better things.

Opines from Beta

The 1.31 Open Beta has been steadily rocking along. Few little wobbles at the start there, and I’m not sure if Ramp has fixed the gargoyles yet (infantry “statues” that appear when a trooper dies out of your line of sight but inside your vis range; the trooper animation system surrenders the body to the ragdoll system, which promptly disowns it because he’s not in LOS; leaving a death-throws statue).

Started out rough: In short, the debug build of the servers I was building couldn’t handle 20 people simultaneously, the world-update loop was frantically dialing back its capacity and then treating everyone to the “wow, long time no hear” treatment.

I’ll explain the technical issues in a little more detail after the bump, but this post is primarily going to be about the gameplay feedback we’ve gotten…

Specifically, regarding the feel of the new capture system; picking up a discussion I fired up a little while back.

Producer’s reaction to complex capture rules


This, my friends, is a victory. Complex game rules are invariably bad. There are times when they are acceptable.

Our game has historically kept the player in the dark about all kinds of things. For some it was the je-ne-sais-quoi of the game. Knowing wtf just happened was a mark of a pro. Everyone else went to Planetside or WoW.

We are a PvP game, we’re about fighting and stuff. Capture – and victory – are bragging mats. Captures are mean’t to be truffles, not tic tacs.