OpenSA
OpenSA copied to clipboard
Various Gameplay and Technical Issues with OpenSA
First off, I want to express my appreciation for the incredible work on recreating Swarm Assault with the OpenRA engine. This project has brought back many fond childhood memories, and the quality improvements are fantastic.
However, I’ve encountered several issues that affect gameplay and the overall experience. I've listed these below:
-
Character area of effect Accuracy: Some character area of effect seem inaccurate, making certain characters very hard to control.
-
Paralysis Hornet Hitbox: The area of effect for the paralysis hornet is very large, affecting multiple players simultaneously, which seems disproportionate.
-
AI Behavior Difference: The AI is much more active compared to the original game. It might be beneficial to include an option for "Classic AI" to mirror the original game's behavior for those seeking nostalgia.
-
Tower Range Accuracy: In the original game, it was possible to attack ant towers with a bazooka ant from certain angles without retaliation. This is no longer possible, suggesting a discrepancy in tower range or mechanics.
-
Fast Game Mechanic Issues: The fast game mechanics do not seem to uniformly affect all units. Some units are disproportionately affected, disrupting balanced gameplay.
-
Sound Effects on Pause: When pausing mid-game, some sound effects get stuck in a loop and repeat non-stop.
-
Honey Collection Tower Regeneration: When all honey is collected from a tower, it regenerates starting with more than 0% health, which differs from the original game's mechanics where it would start from 0%.
I will continue to explore the gameplay mechanics and will bring up more issues if they come up. If someone is still maintaining this repository, I would be happy to connect and collaborate on resolving these issues.