Sometimes Death Stars bounce off extremely small marbles, missing what would have been a sure kill. This is especially true for Red's Death Star :P I'm fine with unreleased marbles acting as shield, but something should be done to prevent them from sometimes bouncing supermassive Death Stars and preventing those sure deaths.
The final shot had over 1 million health, he loses more than 30k health per second, just imagine a shot with over 1 million health rushing towards you, you just do a heart attack and nothing else
Same idea from last time: Implementation of slowing down of big shots when approaching an enemy base to increase the chance of survival and/or counterplay
i feel like there's probably no way to distribute the starting territory in any way that is fair currently, so may i suggest switching to radial tiles? a center circle and then rings around it, and the rings are cut up into 36ths initially and then further subdivied farther out as the tiles get too large
What are the colours? player 1: tan player 19: ice player 2: brown player 20: Prussian player 3: orange player 21: azure player 4: mellow player 22: baby blue player 5: olive player 23: navy player 6: yellow player 24: blue player 7: banana player 25: floral player 8: army player 26: indigo player 9: lime player 27: purple player 10: sage player 28: lavender player 11: forest player 29: violet player 12: green player 30: magenta player 13: mint player 31: flamingo player 14: sea player 32: Byzantine player 15: turquoise player 33: hot pink player 16: sky player 34: taffy player 17: teal player 35: maroon player 18: cyan player 36: red
Marbles above 100 lose some mass every second (I think about 0.5%) so a single Death Star won't be enough to destroy every single color too soon. But Death Stars still have more than enough time to do a lot of damage. Except Red.
The small white circle at the player cannon is their hitbox. When a marble is big enough (about 16 size), it is larger than the hitbox, effectively blocking the hitbox from being hit. When an enemy marble hits a marble that is under construction, the marble under construction loses size equal to the enemy marble and the enemy marble is pushed back. I'll probably rebalance these values for really huge marbles.
colours (red to rose) maroon red coral brown orange tan olive yellow cream olive green chartreuse sage green lime mint jade turquoise aquamarine teal cyan celeste cobalt sky azure navy blue periwinkle indigo purple lavender violet magenta pink raspberry rose strawberry long post 💀
Idea for you, taking out another color earns that color a shield. That would reward colors that get multikills. 1 shield level per kill.
This + my idea (my comment) would be awesome
And after everything is won, and the territory is all claimed, the winner celebrates by launching a 1,606,730 black hole.
Why did dark green's 192 count just disappear without being released? It seems like a bug.
Sometimes Death Stars bounce off extremely small marbles, missing what would have been a sure kill. This is especially true for Red's Death Star :P
I'm fine with unreleased marbles acting as shield, but something should be done to prevent them from sometimes bouncing supermassive Death Stars and preventing those sure deaths.
I personally Ike it more that way
I too like it more that way, gives more of a chance to survive them
@@theslysilverfox268 But that isn't fair for those who don't survive
The final shot had over 1 million health, he loses more than 30k health per second, just imagine a shot with over 1 million health rushing towards you, you just do a heart attack and nothing else
Same idea from last time:
Implementation of slowing down of big shots when approaching an enemy base to increase the chance of survival and/or counterplay
Your idea is still on the list of things to do :)
I like the new animation for the Release trigger!
i feel like there's probably no way to distribute the starting territory in any way that is fair currently, so may i suggest switching to radial tiles? a center circle and then rings around it, and the rings are cut up into 36ths initially and then further subdivied farther out as the tiles get too large
I agree that would be a good solution, just need to figure out how to do it easily and elegantly!
The tragic story of player #15
What are the colours?
player 1: tan player 19: ice
player 2: brown player 20: Prussian
player 3: orange player 21: azure
player 4: mellow player 22: baby blue
player 5: olive player 23: navy
player 6: yellow player 24: blue
player 7: banana player 25: floral
player 8: army player 26: indigo
player 9: lime player 27: purple
player 10: sage player 28: lavender
player 11: forest player 29: violet
player 12: green player 30: magenta
player 13: mint player 31: flamingo
player 14: sea player 32: Byzantine
player 15: turquoise player 33: hot pink
player 16: sky player 34: taffy
player 17: teal player 35: maroon
player 18: cyan player 36: red
36 colours battle! With bright and dark colours! + unclaimed territory.
Looking good.
15:35 I don't like how [REDACTED]'s ultra big ball just bounced off a 48 shield there. The shield mechanic should really be improved
Thanks for the feedback. Yes I am working on fine-tuning it.
Shades:
Red: (35,36,1)
Orange: (2,3)
Yellow: (4-6)
Green: (7-15)
Blue: (16-24)
Purple: (25-29,32)
Pink: (30,31,33,34)
Spoiler!
I'm surprised nobody talked about lime's amazing defense at 14:45..
Though lime did die a few seconds after that
parrying but it sorta fails
Anybdy see that NoU done by blue at 3:40? Talk about a glorious save.
So how exactly 7k red ball bounces off green cannon at 14:47 and 900 red ball at 14:53 destroys it?
Damn.
32 (Rasberry) and 9 (Lime) were eliminated at the same time...
Sweet.
Wow, light green goes out and kills like half the map and then gets punted by beige.
wow that was so close 5 or 6 times
I don't like that shots lose power even when traveling over their own color!
Marbles above 100 lose some mass every second (I think about 0.5%) so a single Death Star won't be enough to destroy every single color too soon. But Death Stars still have more than enough time to do a lot of damage. Except Red.
Why do marbles sometimes bounce off instead of killing?
The small white circle at the player cannon is their hitbox. When a marble is big enough (about 16 size), it is larger than the hitbox, effectively blocking the hitbox from being hit. When an enemy marble hits a marble that is under construction, the marble under construction loses size equal to the enemy marble and the enemy marble is pushed back.
I'll probably rebalance these values for really huge marbles.
36 colors
Red to crimson?
colours (red to rose)
maroon
red
coral
brown
orange
tan
olive
yellow
cream
olive green
chartreuse
sage
green
lime
mint
jade
turquoise
aquamarine
teal
cyan
celeste
cobalt
sky
azure
navy
blue
periwinkle
indigo
purple
lavender
violet
magenta
pink
raspberry
rose
strawberry
long post 💀
19:55 UY scuti
Spoilers below!
Ok, how many of us were waiting on red to possibly get that grave kill?
who wins
Player 34 wins.