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Lambda Wars.

Discussion in 'Video Games' started by "Xanthas", Apr 1, 2017.

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  1. "Xanthas"

    "Xanthas" Rookie
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    What's your thoughts,reviews?
    Anything that you want to see in the future? any user wants to post their opinions about the strategy,mechanics etc?
    I'd love to know about it. ;)
     
  2. Songbird

    Songbird Project Manager
    Staff Member Project Manager

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    1/10 shitty game would not fuck again
    that's a joke don't kill me


    Lambda Wars has a lot of potential to be something more than it is right now, otherwise I wouldn't be here in the first place.

    But with the added help, we'll go a long way.
     
  3. "Xanthas"

    "Xanthas" Rookie
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    I will take that joke and thanks for your opinion can u follow me sungbord.
     
  4. jballou

    jballou Rookie
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    I have a few suggestions. I play mostly older strategy games (Company of Heroes and Total War are about the newest), and there are a few things from those games I am missing. I actually found this mod because I am looking to add Python support to a Source Mod I am making, and ended up being really impressed with the game. I've only played a few hours so far, but I'm going to invest some more time this weekend.

    As far as the website, the background of this forum being translucent grey, with grey text, makes a lot of messages unreadable. I'd definitely fix that.

    The guides section also should be converted to a wiki, so that your community can start putting information up there. I made a bunch of tools for Insurgency to create stat pages and other useful info by parsing game files, I'd be glad to help make something similar here. I have no idea what the Combine units do yet, and I'd like to be able to find out before I start playing them. In general, a lot of the complex mechanics (like when to cap points, when to make junkyards, the right time to upgrade control points) still evade me. Knowing what other players think about these, and how they work with them, would be really valuable for me as a newbie.

    As far as the game goes, it's mostly interface stuff.
    1. I'd like to have an "Unassigned Group" like in CoH, where I can see all units not assigned to a control group.
    2. A "follow" option, so I can have medics stay behind my Rebels and heal them as needed.
    3. Energy bar display in multi-unit groups for units who have them at bottom of HUD as well as above the units.
    4. An option to cycle through all units by "N" and "P" keys for Next and Previous would be useful, even if not bound by default.
    5. Some icons, like crates, don't update when they are taken or disappear for ~15 seconds.
    6. Looking at CoH again, I'd like to have my barracks buildings selectable from the HUD. Ideally, I'd love to be able to multi-select barracks of the same type, queue units, and have them come out of all buildings equally.
    7. It would be nice to be able to create teams to man turrets, so that they defend the flanks and if the gunner goes down, take over the gun.
    8. I'd really like to see more on the Tutorial, either to explore basic Combine units or play through the full tech tree of Rebels. As it is, I wasn't sure if the Spec Ops units would be useful until I built it and tried out the units. This is interesting if it's only small bits of tech tree exposed at each level as in C&C style games, but it felt overwhelming as a new player faced with the full tree.
    In general, I really like what you guys are doing here, and look forward to playing more. If any of these ideas sound good to the team, and there is something I can do to help make it happen, I'd be glad to pitch in.
     
    #4 jballou, Apr 21, 2017
    Last edited: Apr 21, 2017