Space Battle - FFA 2 - Marble Game

แชร์
ฝัง
  • เผยแพร่เมื่อ 3 ก.ค. 2022
  • In space battle, four space ships must fight each other for survival. The laws of physics are obeyed - if a ship is travelling at great speed, it will continue travelling in that direction until it spends enough time thrusting in the opposite direction.
    They have the following weapons in their arsenal:
    Railgun - Fires an unguided projectile at high speed, devastating at short to medium range.
    Missile - Explosive projectile that homes in at the target continuously until it hits, dealing massive damage.
    Point Defense Cannon (PDC) - Short range machine gun that primarily is used to shoot down Missiles, however can be used effectively against other ships in close range.
    Movement is guided in relation to the enemy ship. The ship has four modes: slight left/right or hard left/right. The ship faces the enemy ship offset by a small or large amount in the chosen direction, and accelerates forward.
    Changes in this version: nothing new from the previous FFA.
    Colours:
    Red, Blue, Green and Yellow
    Which colour will win?
    Subscribe for more!
    #marble_race #marble_battle
    Patreon: / lostmarbleruns
  • เกม

ความคิดเห็น • 25

  • @SeanMirrsen
    @SeanMirrsen 2 ปีที่แล้ว +16

    Adding onto my earlier feedback, some possible changes re: missiles and other balancing.
    Right now, PD systems are kind of weird, they're command-fire but that doesn't make much sense for a defensive weapon. But making them fire automatically at incoming missiles also wouldn't be ideal, since the whole thing with missiles is how it's not guaranteed that PD is going to be working when the missiles come.
    So how about, changing PD to work a little like missiles.
    What I think would be nice, is if a ship can't _normally_ be left without anti-missile protection. To accomplish this, the two trigger areas could, instead of telling PD to fire, "charge" the respective PD bank on either left or right side. And since there are two "banks" of PD on the ship, so I think the logical idea is to make it so the only way a ship's PD will fire at another ship, is when two conditions are met: 1- both PD banks are 'charged', and 2- there are no missiles in flight aimed at the ship.
    So how it'd work in practice is - when the round starts, both PD 'banks' are inactive, 'uncharged'. When a marble hits one, it becomes 'charged'. If both banks are 'charged', and there aren't any missiles in flight, _one_ of the banks discharges, firing at a targeted enemy ship. PD won't fire at the ship again unless a marble hits the 'uncharged' PD trigger to recharge it. If a missile is in flight towards the ship, PD won't force-fire even when both banks are 'charged', and will instead automatically shoot to intercept the missiles when they are some pre-set distance away from the ship. This gives a ship the potential resources to "automatically" repel at least one, and at most two missile attacks.
    The practical effect would be a reduction in the deadliness of missile barrages, without taking much away from the marble-based 'controls' of the ship.
    Just an idea, if you feel like trying to change some things up.

    • @lostmarbles2d
      @lostmarbles2d  2 ปีที่แล้ว +4

      That's a really good idea, thanks for sharing!

  • @blobblob3253
    @blobblob3253 2 ปีที่แล้ว +23

    This was cool to watch, but I noticed something that was really the end of all the ships. The missiles cannot be dodged. Though they can be shot at with other weapons, it is uncommon for a ship to fire right when a missile is about to hit it. It is happened a few times, but mostly the missiles hit their target. A way to make the ships dodge missiles would be to end the missile tracking at some point rather than keeping the tracking of the missile throughout the missile’s entire “lifespan.”

    • @sundesto8523
      @sundesto8523 2 ปีที่แล้ว +3

      But that's what a homing missiles are to do follow the target or until it hits something so using the turrets is supposed to be the only thing to stop it.

    • @SeanMirrsen
      @SeanMirrsen 2 ปีที่แล้ว +3

      @@sundesto8523 Not really. Modern aircraft, for instance, don't take care of missiles by shooting them down - because missiles don't have infinite fuel. The best defense is still dodging them. The same should work here. Missiles should run out of fuel after a short while, they shouldn't chase ships indefinitely.

    • @blobblob3253
      @blobblob3253 2 ปีที่แล้ว

      @@sundesto8523 I guess so, but they still seem much more overpowered than everything else.

    • @sundesto8523
      @sundesto8523 2 ปีที่แล้ว

      @@SeanMirrsen OK I guess that's right but still since when did outer space need alot of fuel to move quickly

    • @SeanMirrsen
      @SeanMirrsen 2 ปีที่แล้ว +1

      @@sundesto8523 Only if you want to move in a straight line. Changing direction to track a target like a missile does, needs a lot of fuel in space. In atmosphere missiles can at least use fins to steer, even when they're out of fuel.

  • @SeanMirrsen
    @SeanMirrsen 2 ปีที่แล้ว +22

    Another nice battle. For once, Green didn't wipe the field. :P
    My suggestions from the last space battle still apply, the missiles are a little too relentless.
    On a different note, if you do get the time to make some changes for the next space battle, maybe flip the railgun and missiles around? The missiles are clearly the bigger/stronger weapon, yet they activate earlier.
    Also, I've noticed that the PD guns are occasionally greyed out and inactive in combat, is that because they're reacquiring a different target?

  • @Arakiven
    @Arakiven 2 ปีที่แล้ว +9

    I’d love to see this kind of race but with them teamed up against a super ship “boss” like in the tank one!

    • @lostmarbles2d
      @lostmarbles2d  2 ปีที่แล้ว +4

      That's the plan, just haven't had time to get around to making it :(

  • @mathieusicardi9178
    @mathieusicardi9178 2 ปีที่แล้ว +7

    I feel like the protection shots should be fired at regular intervals instead of randomly, would give make missiles a bit less op

  • @LAMCHAKFUNG
    @LAMCHAKFUNG 2 ปีที่แล้ว +3

    4 player space battle 2, same as the previous version, be the last 1 standing. (no healing)

  • @chuckg333
    @chuckg333 ปีที่แล้ว +1

    Look at red at 4:20
    “I don’t care what universe your from, that’s gotta hurt”

  • @potatoking5628
    @potatoking5628 2 ปีที่แล้ว +2

    these are always fun to watch, I see other comments about the missiles but they propose balances to them, I'm sure you know what you're doing since you've been making these for a while :)
    E
    :D

  • @darthbugge3987
    @darthbugge3987 2 ปีที่แล้ว +2

    Could you do a version of this where there’s 2 bases that will make different versions of ships fight each till one side destroys the other base

  • @BallsRace3D
    @BallsRace3D 2 ปีที่แล้ว +1

    Nice job!

  • @enriquerivas5055
    @enriquerivas5055 17 วันที่ผ่านมา

    How about of mix "marble trench battle" with this, imagine on the top of the screen the four rectangles and a ball falling in many choices like, shield, marble x2, or x3,, missile, etc, one marble appear and entry to x3 and then when appear again and entry to missile option it launch 3 missiles, could be nice.

  • @shilohmagic7173
    @shilohmagic7173 ปีที่แล้ว

    Gosh, when did green's crew lose their edge so badly?

  • @zeamarbleruns1720
    @zeamarbleruns1720 2 ปีที่แล้ว +1

    Nice

  • @kevinadriancanlas2771
    @kevinadriancanlas2771 2 ปีที่แล้ว

    SPACE BATTLE FFA + BOTATEPV2????

  • @AC-kb3uk
    @AC-kb3uk ปีที่แล้ว +1

    You should add 100 more space ships