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Staredit Network -> UMS Production -> Mechnogears Project Thread
Report, edit, etc...Posted by DarckRedd on 2006-12-06 at 21:55:32
I haven't really followed this project and my idea may make no sense, but perhaps scientists could be used in some kind of uber-spell-casting system? WMD-scale weapons, for instance?
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-06 at 23:37:13
Hmm. Mass-scale spells. That's a nice idea. I'll try to think of a few and consider the idea. That would have to be a later thing to do, though.
Report, edit, etc...Posted by Laser_Dude on 2006-12-07 at 23:04:03
I don't think you caught the drift of my main idea for missions and spawner building.

Ok: first, you need to secure a spawner's area, by clearing all the enemies from the general area

second: some SCVs appear at the main base, they come to the area you're defending and build defenses.

third: when defenses are up, and the starting colony can defend itself, 1-2 reavers appear at the main base, they each go off towards a certain set of resources, you have to escort these reavers as they go to the resources, and back to the spawner site. When all reavers have arrived, the spawner is built, and troops begin to spawn and attack foes.

Or perhaps first you defend the reavers as they go from the main base to the resources, and back to the main base. Then you secure the new base area.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-08 at 04:13:59
Sounds a bit complex. Not sure if that'll suit the AoS style gameplay.

I've been privately reviewing a lot of the ideas we've run through by now, and I'll have my final plan posted either later today or tomorrow. I'm thinking I'm going to cause problems if I spread things out too much and take the emphasis away from the mech battles, so I may end up having to focus in on only the things important to the core gameplay. Even though there's a lot of cool ideas I want to try out, the fact is I need to have a map made first and foremost BEFORE I do any experimenting... if at all.

I've yet to see even if the current gameplay won't become too much to handle for players when I get it all worked out. Hopefully I can get this to work, though.
Report, edit, etc...Posted by EcHo on 2006-12-08 at 16:58:29
QUOTE(Laser_Dude @ Dec 7 2006, 11:04 PM)
I don't think you caught the drift of my main idea for missions and spawner building.

Ok: first, you need to secure a spawner's area, by clearing all the enemies from the general area

second: some SCVs appear at the main base, they come to the area you're defending and build defenses.

third: when defenses are up, and the starting colony can defend itself, 1-2 reavers appear at the main base, they each go off towards a certain set of resources, you have to escort these reavers as they go to the resources, and back to the spawner site.  When all reavers have arrived, the spawner is built, and troops begin to spawn and attack foes.

Or perhaps first you defend the reavers as they go from the main base to the resources, and back to the main base.  Then you secure the new base area.
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The reaver escort mission seems like it would stick out from the game play anyways. It would turn into an rpg if there were missions like that anyways.
Report, edit, etc...Posted by CheatEnabled on 2006-12-08 at 17:13:04
The missions should be more game oriented, like destroying an enemy base.
Report, edit, etc...Posted by TRiGGaMaSTa on 2006-12-08 at 19:07:22
this is really fun whenever i get to test. just saying good luck on this map even though you don't need it.
Report, edit, etc...Posted by Psychic_Genius on 2006-12-08 at 22:13:18
I would like to help in anyway.
Thank you
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 04:27:07
Added.


Progress Report: Ok guys, sorry for the lack of updates recently. I'm still working on filling in the rest of the terrain, which has been slow due to all manner of distractions and now these cursed ramps I've been tweaking (I swear I'm this close to flipping this map horizontally). Plus I've been waiting for a brush or sample from Wilheim that hasn't come in, so I'm just gonna go ahead and add in the low platform->platform upper ramps myself. I'm tired of waiting.

Other than that, it may be awhile yet for our next testing session. But rest assured, it'll be a doozie. There'll be the finished bases, a whole slew of balance tweaks, bugs fixed, and assorted upgrades to the mech system. I'll stop short of the scientists and the gameplay progression, though, which are two seperate chapters by themselves. But hopefully that should be more than enough to start doing serious balance testing (assuming we're in the clear as far as the bugs).


Oh, and I'm gonna test out a new way to handle mech drag that shouldn't piss everyone off as much. I'll explain it when I got it working.

ADDITION:
user posted image
Latest terrain version. Whacha think?
Report, edit, etc...Posted by Zeratul_101 on 2006-12-10 at 04:30:00
i like it. the 2nd version felt too 'cumbersome' and didn't have very much room at all. this one looks quite roomy wink.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 04:37:25
QUOTE(Zeratul_101 @ Dec 10 2006, 04:30 AM)
i like it.  the 2nd version felt too 'cumbersome' and didn't have very much room at all.  this one looks quite roomy wink.gif
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Yeah that's what I'm going for. I think a lot of the mech battles benefit from space, and also there needs to be room for the drama going on with team spawns and defenses and capture points and such.

You can see the capture points as those little plated square things, where if spawners are built on them your team gets a bonus. Not sure yet what kind, though (I was thinking just a hero or something but I think something more persistent would be needed).

Has to be worth bothering to build spawners out in the open like that, though...
Report, edit, etc...Posted by CheatEnabled on 2006-12-10 at 05:59:35
What's the point in all the supply depots along the center part of the map?
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 06:04:07
Well the idea is you can break them down and access the center platform from the sides. Otherwise it's just the top and bottom. Plus you can capture the little points on that platform with spawners, and those act as a sort of limited natural protection for them.
Report, edit, etc...Posted by CheatEnabled on 2006-12-10 at 06:18:41
I see.

Also, how will new bases be spawned? Do players have to build them?
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 06:40:59
Bases are automatic, but the spawners you can add more of. Doing so effectively "captures" points across the map, which nets your team a sizeable reward. Still trying to work out exactly what reward you should get from capturing, though.
Report, edit, etc...Posted by CheatEnabled on 2006-12-10 at 06:42:06
QUOTE(Tuxedo Templar @ Dec 10 2006, 12:40 PM)
  Still trying to work out exactly what reward you should get from capturing, though.
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Scitentists of course. tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 10:55:12
Well I mean something more... persistent. But yes, you get scientists too (all spawners in fact produce scientists). I may give a hero too. I'm also thinking of auto-spawning defenses around capture point spawners, which makes it strategic to acquire as soon as possible.
Report, edit, etc...Posted by Zeratul_101 on 2006-12-10 at 14:42:32
okay, i haven't kept up with all the scientist usage proposals and such and i dunno how much you're willing to change them, but how about using them as powerups? such as a one-time subtraction of 50 gas(for deploying mech), or a double spawn from a spawner, or additional minerals.
Report, edit, etc...Posted by CheatEnabled on 2006-12-10 at 15:26:41
QUOTE(Tuxedo Templar @ Dec 10 2006, 04:55 PM)
Well I mean something more... persistent. 
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QUOTE(Zeratul_101 @ Dec 10 2006, 08:42 PM)
okay, i haven't kept up with all the scientist usage proposals and such and i dunno how much you're willing to change them, but how about using them as powerups?  such as a one-time subtraction of 50 gas(for deploying mech), or a double spawn from a spawner, or additional minerals.
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I wouldn't say powerups are very persistent. I hold a button at upgraded bases.
Report, edit, etc...Posted by Zeratul_101 on 2006-12-10 at 15:41:17
huh? he was referring to your idea about bonuses relating to building bases at certain point in the map.

i was talking about what to do with scientists.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 16:15:42
QUOTE(Zeratul_101 @ Dec 10 2006, 02:42 PM)
okay, i haven't kept up with all the scientist usage proposals and such and i dunno how much you're willing to change them, but how about using them as powerups?  such as a one-time subtraction of 50 gas(for deploying mech), or a double spawn from a spawner, or additional minerals.
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Scientists are for team upgrades. I want the two resources to be distinct. If I were going with a more complex system, though, then I'd do it something like minerals and vespene gas for starcraft.

Team stuff will be important, but I don't want it to come before the mechs. Hopefully not at its own execution expense, though.


If I do powerups, though, they'd be purchased with normal money. Not yet sure which I should have or how to add them, though (I'll consider them later).
Report, edit, etc...Posted by Dark_Marine_123 on 2006-12-10 at 16:49:31
Powerups make the map too vauge. Instead if you HAVE to have them, design them as skills, not powerups >_>
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-10 at 17:09:22
Too vague? Well I'm just thinking back to DotA's use of powerups, which seemed to work pretty well.

But I don't know if adding another new potentially significant gameplay element is really going to help or hurt just yet. Best case I can use it to enhance the mech combat aspect. Worst case it gets in the way and complicates things.

In any case, I'll consider them more carefully later when I can afford to.
Report, edit, etc...Posted by TRiGGaMaSTa on 2006-12-11 at 01:01:28
will the text 'clan chef' make its way anywhere in this map? =p
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-11 at 11:29:18
Can't really call this a chef production. I can credit members of chef for helping, though.
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