The number of bodies is surprisingly low actually. I remember games with literal TSUNAMIS of marbles. Those would just flood the entire battlefield with corpses.
Perhaps you should add a decomposition factor, so the corpses don't stay forever or a cleaner marbles. Also you should make the corpses breakables if they take to many damage and a recyclers for the mechanic units who can recycle the crapp of vehicle , that would recruite a marble in the up selector or simply rehabilitate if they're not already destroy.
While yeah it might seem obviously dumb at first, it does open a new layer to the battle. Maybe a medic unit could go around behind lines and clear bodies with a chance of revival?
Dunno for absolute sure where it creeped in but there was a definite noticeable bias towards blue pretty much from the get go. Their spawned marbles were pretty consistently going further, with green repeatedly being shot into them and launching blue further while entirely robbing the green marbles of momentum. Honestly I’d say the spawned area needs to be increased in size or maybe the the launcher needs to be moved down and angled to fire upwards in an arc. The new bunker model is adorable and good to see the LITERAL MOUNTAIN OF STEEL, MT. TANKMORE is still just as powerful as ever.
Crazy how much space the corpses took even though they were smaller. Maybe you could flatten them down or make them even smaller to simulate them being prone. Love how the planes just dropped down like a stone xD
In some of my runs there were so many corpses (especially tanks) that the HQs become effectively immune due to the walls of bodies that blocked all shots
If you have dead marble continue to exist in the future, you *have* to have some way to clear them. Whether it's they just decay naturally over time, or there's an option to clear them in the selection area, or units "bury" the dead when not engaged
Cool idea but I'm not a fan of the corpses. Besides making the trenches unusable it seems like it messed with the pathing of the marble. Like Green couldn't get any of their guys out off their spawn. They just stayed on top of the bunker until a barrage killed them all since they were perfectly grouped up.
Now we're talkin 10/10 my guy Edit: Side note: What about a zombie conquest mode, where the defending side doesn't spawn more marbles? Idk, good stuff tho
You should add an itemized casualty counter! It would be cool to see who lost more „men“ tanks and planes etc. the damage number below the percentage is nice and all but once vehicles get involved it quickly becomes meaningless as vehicles count for a lot more than just 1 casualty
at the end it feels like blue just went on a blitz and even though they had an overwealming army they added some little solders at the back just in case any one sirvived
Not sure i like the corpse mechanic, but i wouldn't mind it staying. The fact that the shots fired no longer look like a rave, however, needs to be remedied immediately.
I got an idea for just about any of your things. An end of the little selector thing that will send the marble to a different spot with a bunch of different multipliers. Either make it so no matter what it goes through 3 times, or it goes through multiplying until it hits an exit space
Hello my friend, as always, your content is incredible 😊🌟. How do you make part of the marble remain in the trench while the other part attacks? 🤔 What's the general logic of the program? I think using navigation is too expensive 💸
It's just physics - no navigation system. The marble script slowly accelerates them forward (in the direction of enemy base), and if they happen to fall in a trench they will keep trying to accelerate forward but won't be able to leave.
@@lostmarbles3d Thank you, this approach is very clever. Additionally, may I ask at what times you post on weekdays and weekends? I've noticed that my traffic is very unstable❤
@@stickmanunivers5si9d Posting time doesn't seem to have an effect on long-term views for videos, from what I've seen. That said, my peak times are fridays/saturdays, particularly around 12-2PM GMT
Have you ever noticed that in the vast majority of your videos the army in the right side of the map gets the way more multipliers that the left side. Like every video
Thank you for taking my suggestion to heart. This was quite an enjoyable watch. I'd love to collaborate on a video, if you're interested (I'm a software engineer by profession).
I noticed that all games are biased towards the right party (blue in this case), since the spawning mechanics of the marbles coming out of the cannon is not randomized. If you look closeley, the green marble always comes out right of the blue marble, which causes it to tend to shoot out further, missing opportunities to multiply and to accumulate multipliers. My suggestion would be to Either add a second spawing cannon making the marbles switch spawn locations each time or specifically define a random position when exiting the cannon in a pre-defined radius. I hope this suggestion makes sense and I'm hoping to see more balanced and close matches.
I think disabling the hitbox for the first 2 seconds and spawning them at the very same point with a randomized force would be even better because that would truly randomize shots without the marbles being stuck in eachother
No, it is randomised. Once the cooldown time has passed, every update there is a small chance that the marble will be spawned. Effectively this means that the marble will spawn 0-0.5seconds after the planned time. It doesn't affect overall number of marbles, since the cooldown time keeps ticking and just adds when the marble spawns. The chance is separate for each player, so sometimes the one side's marble will be first, other times the other side's marble.
maybe instead of just making them smaller also shrink them a little bit more on one axis so they're sort of a disk. Should help alleviate the corpse piles and everything being useless after only a minute or so.
@@lostmarbles3d at the start of the war, there is a dead green tank that another green tank has to climb over. Do they not keep accumulating forever or do they get removed eventually? Love these btw, you never know which way it will go but next time please make the blues legible.
@@projectlost8084 They keep accumulating forever. However, they stop being physics bodies after a minute and just become part of the map. So they can will block but can no longer be movfed.