Search found 32 matches

by zarakon
Mon Apr 21, 2014 7:58 pm
Forum: General
Topic: Surrender!
Replies: 5
Views: 2556

Re: Surrender!

Agree, some kind of surrender or mercy rule for unwinnable situations would be nice.
by zarakon
Wed Mar 12, 2014 10:33 pm
Forum: General
Topic: Forward progress requirement indicator?
Replies: 3
Views: 1669

Re: Forward progress requirement indicator?

Nihm wrote:In the meantime you can drag the ball carrier's run vector. When it exceeds the required radius the "ball must be advanced" text at the bottom of the screen will change.
That works for when I'm running, but it would be helpful to know how far my opponent is being forced to run
by zarakon
Wed Mar 12, 2014 9:45 pm
Forum: General
Topic: Forward progress requirement indicator?
Replies: 3
Views: 1669

Forward progress requirement indicator?

Sometimes there's a requirement to move the ball forward a particular amount while running it. Could we get some kind of indicator for that distance, like a line showing how far we have to go?
by zarakon
Wed Mar 12, 2014 2:13 pm
Forum: General
Topic: Quanitfy data
Replies: 11
Views: 3801

Re: Quanitfy data

Zarakon, grid vs non-grid is more of a conceptual issue. Grids would solve an awful lot of problems, and would have made the game a lot easier to make (!), but I find that they "feel" more constrained and more board-gamey, and I prefer feeling more free. Ian I think by using very small grid units, ...
by zarakon
Wed Mar 12, 2014 2:35 am
Forum: General
Topic: Odd behaviors with passing
Replies: 3
Views: 1691

Odd behaviors with passing

Game ID 13612, jotun (me) vs k3klyxx In turn 5, my opponent had one of his players pick the ball up off the ground after a pass. My simulations for turn 6 were showing some strange possibilities. If I simulated him just throwing the ball, my guy always tackled him before he could get the throw away....
by zarakon
Tue Mar 11, 2014 4:15 pm
Forum: General
Topic: Quanitfy data
Replies: 11
Views: 3801

Re: Quanitfy data

I wonder if it would help to have a grid system for movement. I'm thinking the grid squares would be fairly small so you would still have a lot of options, and movement would still be allowed in any direction. Just that any time a character STOPS he is centered on a particular grid square. That woul...
by zarakon
Tue Mar 11, 2014 1:25 pm
Forum: General
Topic: Persistent match chat / message board
Replies: 6
Views: 2702

Persistent match chat / message board

One thing that always bothered me in Frozen Synapse was that I couldn't send messages to my opponent if he wasn't online or in the game at the moment.

It seems like it would make sense for each match to have a persistent message board for the players to post messages to for asynchronous communication
by zarakon
Tue Mar 11, 2014 1:53 am
Forum: General
Topic: Couple of questions about Endzone, relative to Synapse
Replies: 2
Views: 1458

Couple of questions about Endzone, relative to Synapse

I'm probably going to give Frozen Endzone a try, but I'd like to know a few things first. I played Frozen Synapse a while ago, I loved it, and I was reasonably good at it. One of the issues with Synapse was that high-level tactics became a bit gimmicky. It was a while ago, so I don't remember a lot ...
by zarakon
Fri May 17, 2013 5:40 pm
Forum: General
Topic: THE MODE 7 HOTLINE
Replies: 168
Views: 106659

Re: THE MODE 7 HOTLINE

I stopped playing a while ago because of a common bug where turn results would retroactively change after I already submitted the next turn. Decided to give it another go now that it's been a while and the ipad version is out. Second game I play, same bug. A turn ends with an enemy in sight, a split...
by zarakon
Fri Jul 13, 2012 1:03 pm
Forum: General
Topic: Haven't played in a while - has much changed?
Replies: 1
Views: 2338

Haven't played in a while - has much changed?

I haven't played since last December, but I'm thinking about buying the Red DLC and playing some more Near the end of when I was playing before, a lot of the strategy in the game was degenerating into stacking and tedious distraction micro. Have any changes been made to address those things? Any oth...
by zarakon
Fri Aug 19, 2011 10:25 pm
Forum: General
Topic: Body shots with rocket launcher
Replies: 15
Views: 5820

Re: Body shots with rocket launcher

I would like if direct hits were possible. It would be infrequent enough that it wouldn't really change the balance of the unit, but it would give lone rocket launchers some small chance to do something when the opponent just sits in open space. It would also be epic if you set up a scenario where y...
by zarakon
Fri Aug 19, 2011 4:10 pm
Forum: General
Topic: Snipers
Replies: 4
Views: 1926

Snipers

I hate getting snipers in my squad. Unless the map happens to be particularly well-suited for them, they just feel like an awful version of the MG. Anyone else think they need some kind of buff? Faster kill times could easily make them TOO strong, but I think a faster movement speed would make them ...
by zarakon
Mon Aug 15, 2011 5:33 pm
Forum: General
Topic: Check and Duck. Quick Q's
Replies: 7
Views: 2747

Re: Check and Duck. Quick Q's

Check is for when you want to be lazy.

If you're set to engage, a quick aim followed by cancel aim is superior. If you're set to continue on sight, an extra waypoint that makes you briefly walk in that direction is superior.
by zarakon
Mon Aug 15, 2011 5:30 pm
Forum: General
Topic: How do you play, Dark or Light, and why?
Replies: 10
Views: 3321

Re: How do you play, Dark or Light, and why?

I hate light mode because it makes it impossible to do any "sneaky" maneuver that takes more than one turn. It's like trying to sneak up on someone as an elephant covered in bells.
by zarakon
Sat Jul 30, 2011 3:55 pm
Forum: Bugs
Topic: Beta Bug - "You may be playing the wrong side"
Replies: 1
Views: 1052

Re: Beta Bug - "You may be playing the wrong side"

I got that too. I figured it was because I gave more red orders than green. I had one of my guys stay where he was, but simulated moves for all of the enemy units..