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Staredit Network -> UMS Production -> Mechnogears Project Thread
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-01 at 15:27:57
Pacific. That would be around 3PM eastern. USeast as always.
Report, edit, etc...Posted by sunslap on 2006-12-01 at 15:33:32
Today or tom?
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-01 at 15:39:58
Tomorrow. Saturday.
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-02 at 13:40:54
I'll be there for a change >_>

I've taken too long of a break from sc and I really wanna see what this is like with other people tongue.gif
Report, edit, etc...Posted by Laser_Dude on 2006-12-02 at 18:17:33
And, one glitch I forgot to tell you about there, the sheild armor (carrier) doesn't drag you back.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-02 at 19:12:10
I caught that in the chat at the last moment. Thanks for reporting that.


Progress Report: Whew. Got a heck of a testing session in today. More progress today than in the last month, covering both balance issues and a heaping helping of new bugs. Fortunately, there doesn't appear to be any more severe gameplay crippling bugs (except the one with hangar purchases coming alive ermm.gif ). Looks like though I have a bit more work on my plate for the next week or so.

Anyway, here's the results from our brainstorm session that I've compiled (ideas; not necessarily what will actually be in the map, though):
  • Layered armor
  • Purchase caps
  • Upkeep costs (more parts, less income)
  • Coolant parts + overheating (affects offense mode duration)
  • Purchase availability? (like as part of missions or something)
  • Mech garage?
  • Spawners built in key areas unlocks missions?
  • Rebelling spawners?
  • Comps auto-building spawners
  • Unlocking purchases (via scientists?)
  • Controllable Base Turret/Cannon
  • Use mover unit for mech (seperate from cockpit)
  • Add death penalty (+500 gas? half health parts?)
  • Recharge stations/minerals to subtract gas
  • Missions-
    • Escort Reavers across the map (horizontally)
    • Secure an escort
    • Rescue prisoners
I'll need some time to consider each of these, but I'm open for more if anyone has them. I have a seperate list made for all the balance issues and bugs to fix, too, which I'll be attacking this week.


Anyway, thanks again for the tests guys. It was really a big help.
Report, edit, etc...Posted by Zeratul_101 on 2006-12-02 at 19:45:27
i especailly liked the part where i got two cockpits, if only they were dreadnaughts XD
Report, edit, etc...Posted by Xx.Doom.xX on 2006-12-02 at 20:04:12
I'd like to help you out with ideas, so if you could add me to testers, that'd be great. Thanks.
Report, edit, etc...Posted by hinoatashi on 2006-12-03 at 02:00:08
Hey Tux, if you can, choose which ones will most LIKELY make the cut so I can start writing out the event schemes.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 12:13:21
You'll have to wait a bit on that since I'm still pondering the revisions. Some things I'd like to do, but don't think I'll manage due to time limits.

Anyway I've gotten to read your outline, and while I like the detail you provide, remember this is just a brainstorm at this point. Some of your ideas require sections of the terrain or very specific units devoted to misson-related tasks. I don't have unlimited terrain, and while I could probably be a bit flexible on the units, I have to consider the impact of such specialized units on the gameplay. I'll need to find a way to write those units into the gameplay somehow.

For instance I don't really have any DT units as part of the spawners or purchaseable deployable units, so either they'd have to be entirely mission-specific or I'd need a new way to add them to the gameplay somehow. I only have one main kamikaze type unit (infested terran) which is already in use as a mech weapon, too. I'd need to trigger another unit to function as a kamikaze, therefore.




In fact, now that the topic of new units comes up, I'm thinking of a possible revision to consider: Removing the deployables purchases from the hangars and placing them on the battlefield somewhere. The reason for this is a gameplay one; normally with deployables purchased in the hangar you can't reenter hangar with them on the field. Therefore gameplay options are limited for players who choose to use them, as without hangar access they can't further their mechs. However, if you can at least access deployables without needing to go to the hangar (which does little but complicate their purchasing process, as they'd need to refund or kill them all first to get to reenter hangar), then it'll let you play in that fashion easier and bypass mechs for a time.

Ideally you won't be a chance against the mechs with just deployables, and upkeep might still apply with large forces of deployables (plus unlike mech parts that die, deployables can't be recovered), but you will have a way to earn income faster from holding off enemy units... until an enemy mech shows up, at least. tongue.gif

ADDITION:
Oh, and here's a snapshot of the terrain revision (no details added yet). Note I can probably add more space by chopping a bit from the bases and maybe skimming down those raised portions in the middle.

user posted image

Feedback appreciated.
Report, edit, etc...Posted by CheatEnabled on 2006-12-03 at 13:35:32
Have you ever played DotA in WC3: Frozen Throne? I think most people have. But anyways, you should add the woods like in DotA. Onlu thing it won't be trees here, but some space terrain doodads. By adding this, you can add a whole new level of strategy into the game, escpecially if things can be found in the space "forest". You can sneak up behind a fleeing foe, and kill him. You can escape without meeting any computer spawns. Also to some extent, you will be hidden from view.
Report, edit, etc...Posted by JaFF on 2006-12-03 at 13:45:33
About the terrain: I think the bases are too small.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 14:29:36
Really? I was thinking of shrinking them. But remember you can also expand, as early game there's preplaced structures out in the field that you can claim for your team.
Report, edit, etc...Posted by EcHo on 2006-12-03 at 15:51:12
Nice, the terrain looks better than before tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 16:03:26
Well it's pretty basic, but I think it'll have better flow. Plus there's more room for missions and such now.

Might need more structure, though.
Report, edit, etc...Posted by Xx.Doom.xX on 2006-12-03 at 16:03:40
That terrain is very sweet from up above, I like it alot. Nice work. smile.gif
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-03 at 16:04:56
Base camping is a problem though with the "naked" bases, and that garage would help for now, however later on I dunno tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 16:12:29
I'm not entirely clear on the garages thing. You guys mentioned it but there was too much text flooding to follow with it. Do you mean deploying your mech only at a specific spot? Or is it a place to protect your mech after its deployed so you can move around as pilot?
Report, edit, etc...Posted by EcHo on 2006-12-03 at 16:14:40
QUOTE(Tuxedo Templar @ Dec 3 2006, 04:12 PM)
I'm not entirely clear on the garages thing.  You guys mentioned it but there was too much text flooding to follow with it.  Do you mean deploying your mech only at a specific spot?  Or is it a place to protect your mech after its deployed so you can move around as pilot?
[right][snapback]598867[/snapback][/right]

I think the second one is better
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-03 at 16:16:09
Lets say your base is under attack, and if you leave your base your pilot will get anally raped. The garage is so you can saftly deploy without that problem. Which elimantes the need for anti camp.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 16:16:48
QUOTE(EcHo @ Dec 3 2006, 04:14 PM)
I think the second one is better
[right][snapback]598870[/snapback][/right]

Yeah, I might consider that. Perhaps simply making it so when you "recall" your mech at a garage you bypass the gas countdown when you go to deploy it.
Report, edit, etc...Posted by EcHo on 2006-12-03 at 16:17:33
QUOTE(Dark_Marine_123 @ Dec 3 2006, 04:16 PM)
Lets say your base is under attack, and if you leave your base your pilot will get anally raped.  The garage is so you can saftly deploy without that problem.  Which elimantes the need for anti camp.
[right][snapback]598873[/snapback][/right]

Thats an even better idea. Lol, I remember how when we played the game and you and me were raping the other base and when they spawned out of the base, they died easily.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-03 at 16:18:47
QUOTE(Dark_Marine_123 @ Dec 3 2006, 04:16 PM)
Lets say your base is under attack, and if you leave your base your pilot will get anally raped.  The garage is so you can saftly deploy without that problem.  Which elimantes the need for anti camp.
[right][snapback]598873[/snapback][/right]

Oh I get it. But no, if your base reaches that point you're probably screwed anyway. There'll be heavy layered defenses for each base, so by the time enemy forces get that far I'll just give them the cruel satisfaction of crushing their enemy at the spawn point. devil.gif


Bwahaha!
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-03 at 16:21:02
My point exactly! D:

But if you are a ghost you should be able to covertly escape, or maybe spawn points on the other side of the map? yawn.gif
Report, edit, etc...Posted by EcHo on 2006-12-03 at 16:24:58
QUOTE(Dark_Marine_123 @ Dec 3 2006, 04:21 PM)
My point exactly! D:

But if you are a ghost you should be able to covertly escape, or maybe spawn points on the other side of the map? yawn.gif
[right][snapback]598882[/snapback][/right]

Or just spawn cloaked >_>
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