Speculation and Wishlist Thread

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Re: Speculation and Wishlist Thread

by Juice Box » Thu Nov 26, 2015 3:59 am

I suppose some of you guys have fair points regarding an in-combat pause. Though, I still wholeheartedly support it: think of how hard it'll be to move a specific group of units or select all units of a single type, or maybe use specific abilities on a specific set of enemies. It'll be pretty hard to pull off without a mouse, and especially more so if there isn't an in-game pause.

I'm not sure if this is possible, but maybe there's an easy way to bypass this problem? Maybe we can make it so that it's still really easy for players to micromanage on a mobile, but at the same time still add an in-game pause. That way we can satisfy both tactical as well as quick-thinking players.

I don't know. Probably just me. I reaaally want an in-game pause.
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Re: Speculation and Wishlist Thread

by xstargaming » Thu Nov 26, 2015 12:00 pm

Juice Box wrote:I suppose some of you guys have fair points regarding an in-combat pause. Though, I still wholeheartedly support it: think of how hard it'll be to move a specific group of units or select all units of a single type, or maybe use specific abilities on a specific set of enemies. It'll be pretty hard to pull off without a mouse, and especially more so if there isn't an in-game pause.

I'm not sure if this is possible, but maybe there's an easy way to bypass this problem? Maybe we can make it so that it's still really easy for players to micromanage on a mobile, but at the same time still add an in-game pause. That way we can satisfy both tactical as well as quick-thinking players.

I don't know. Probably just me. I reaaally want an in-game pause.


Regarding the matter of selecting all of the same unit, they could make use of what Warcraft III did and have the user double-tap on the unit to select all of its type on the map. This would allow for more efficient micro-management.
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Re: Speculation and Wishlist Thread

by Big Bad Bug » Thu Nov 26, 2015 3:47 pm

I still wholeheartedly oppose it. Micromanagement should separate a loss from a victory, and if you can just pause the game and order all of your units to do whatever you want them to, the game would be less fun because of how dissatisfyingly easy it would become.

Similar to BFME2, a list of all units selected that allowed you to choose specific troops amongst the selected group would be really, really helpful on top of Xstar's suggestion. Easy access to specific units in real game time is the innovation that Ironhide should be making for this game.
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Re: Speculation and Wishlist Thread

by Ninja » Thu Nov 26, 2015 5:22 pm

Adding on to Target Locking:
-It would be awesome if you could not
only lock targets, but if you could set
units to attack a certain type of enemy
unit. And, if you were able to set units
to attack enemy units with only a cer-
tain amount of health or less/more than
that certain amount of health, that would
also be appreciated. (The thing about lock-
ing to targets with a certain amount of
health could be achieved by having 2 but-
tons appear above units when they are
selected. One button makes that unit att-
ack heavy enemies and the other makes
them only attack light enemies. I'm not
totally sure on how you could make them
attack certain enemy types, but that would
still be epic.)
Last edited by Ninja on Sat Nov 28, 2015 3:43 am, edited 1 time in total.
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Re: Speculation and Wishlist Thread

by xstargaming » Thu Nov 26, 2015 5:37 pm

Big Bad Bug wrote:I still wholeheartedly oppose it. Micromanagement should separate a loss from a victory, and if you can just pause the game and order all of your units to do whatever you want them to, the game would be less fun because of how dissatisfyingly easy it would become.

Similar to BFME2, a list of all units selected that allowed you to choose specific troops amongst the selected group would be really, really helpful on top of Xstar's suggestion. Easy access to specific units in real game time is the innovation that Ironhide should be making for this game.


I support the pause button, but I only support it if the person cannot view any more of the map whilst it is paused; a menu of sorts would come up and the background would become dimmed. In this way, the person can gather him/her self as desired and consider his/her options, yet not directly move about the map and examine other troops' positions, directly plan adjustments, etc. The purpose of the button would primarily be to pause in the case of a real-life event taking precedent over the game at hand.
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Re: Speculation and Wishlist Thread

by Ninja » Thu Nov 26, 2015 5:41 pm

xstargaming wrote:The purpose of the button would primarily be to pause in the case of a real-life event taking precedent over the game at hand.


OK, I concur that ^that is a good
reason to have a pause button. And
the way you suggested it doesn't de-
tract from the difficulty or the strat-
egy of the game. If it was done Xstar's
way, then I would certainly support
a pause option.
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Re: Speculation and Wishlist Thread

by The_TaTs » Thu Nov 26, 2015 5:59 pm

Ninja wrote:
xstargaming wrote:The purpose of the button would primarily be to pause in the case of a real-life event taking precedent over the game at hand.


OK, I concur that ^that is a good
reason to have a pause button. And
the way you suggested it doesn't de-
tract from the difficulty or the strat-
egy of the game. If it was done Xstar's
way, then I would certainly support
a pause option.



Dude... What is it with the weird sentence breaks in your posts? It's really uncomfortable to read what you're saying.
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Re: Speculation and Wishlist Thread

by Ninja » Thu Nov 26, 2015 6:09 pm

The_TaTs wrote:
Ninja wrote:
xstargaming wrote:The purpose of the button would primarily be to pause in the case of a real-life event taking precedent over the game at hand.


OK, I concur that ^that is a good
reason to have a pause button. And
the way you suggested it doesn't de-
tract from the difficulty or the strat-
egy of the game. If it was done Xstar's
way, then I would certainly support
a pause option.



Dude... What is it with the weird sentence breaks in your posts? It's really uncomfortable to read what you're saying.


I've explained this before in other places.
I have several reasons for doing this. Look
through the following threads to see them:

- viewtopic.php?f=10&t=25565#p117410
- viewtopic.php?f=12&t=8179#p94930
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Re: Speculation and Wishlist Thread

by kevin32 » Thu Nov 26, 2015 6:28 pm

Challenge Modes for each campaign stage:

> Everything unlocked for earlier stages. After beating the game you can go back to the earlier stages and use all units and upgrades.

> Restricted Units challenge. Similar to KR Iron Challenge, you can't use certain troops, mechas, buildings, etc in the mission.

> No Etherium challenge. The map has no etherium that can be mined, but you start off with the just enough to build a small army, so you must carefully choose your units and then destroy the opponent.

> No Units Lost challenge. See if you can destroy all enemy units without any of your units being destroyed.
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Re: Speculation and Wishlist Thread

by The_TaTs » Thu Nov 26, 2015 6:32 pm

Ninja wrote:
I've explained this before in other places.
I have several reasons for doing this. Look
through the following threads to see them:

- viewtopic.php?f=10&t=25565#p117410
- viewtopic.php?f=12&t=8179#p94930


So, instead of giving me a straight answer, you make me read two separate threads to find out what can basically be summed up to:
"I like it better this way".

:?
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Re: Speculation and Wishlist Thread

by Ninja » Thu Nov 26, 2015 6:52 pm

The_TaTs wrote:
Ninja wrote:
I've explained this before in other places.
I have several reasons for doing this. Look
through the following threads to see them:

- viewtopic.php?f=10&t=25565#p117410
- viewtopic.php?f=12&t=8179#p94930


So, instead of giving me a straight answer, you make me read two separate threads to find out what can basically be summed up to:
"I like it better this way".

:?


First off, they're short threads,
so they should've been quick-
ly read. And second, I don't
consider answers like "I like
it better this way." valid rea-
sons. ;)
"Grammar is the logic of speech, even as logic is the grammar of reason." ~ Richard Chenevix Trench

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Re: Speculation and Wishlist Thread

by The_TaTs » Thu Nov 26, 2015 6:57 pm

Ninja wrote:
The_TaTs wrote:
Ninja wrote:
I've explained this before in other places.
I have several reasons for doing this. Look
through the following threads to see them:

- viewtopic.php?f=10&t=25565#p117410
- viewtopic.php?f=12&t=8179#p94930


So, instead of giving me a straight answer, you make me read two separate threads to find out what can basically be summed up to:
"I like it better this way".

:?


First off, they're short threads,
so they should've been quick-
ly read. And second, I don't
consider answers like "I like
it better this way." valid rea-
sons. ;)


Consistently missing the point. Never mind though. This is off-topic and adds nothing to the conversation.
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Re: Speculation and Wishlist Thread

by The Kingmaker » Thu Nov 26, 2015 9:11 pm

Whoosh!

There goes Kevin with the precise "more challenges" strike. I agree wholeheartedly, but it's odd to see these points as a hypothetical rather than a "it would be better if..."
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Re: Speculation and Wishlist Thread

by Ninja » Thu Nov 26, 2015 9:15 pm

The Kingmaker wrote:Whoosh!

There goes Kevin with the precise "more challenges" strike. I agree wholeheartedly, but it's odd to see these points as a hypothetical rather than a "it would be better if..."


I especially like the "No Etherium Challenge"
that he mentioned. That would be very int-
eresting and challenging.
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Re: Speculation and Wishlist Thread

by kevin32 » Thu Nov 26, 2015 10:48 pm

The Kingmaker wrote:it's odd to see these points as a hypothetical rather than a "it would be better if..."


Well, I'd have to see how the game operates to give detailed suggestions, so for now they're very general.
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Re: Speculation and Wishlist Thread

by kevin32 » Sat Nov 28, 2015 12:43 pm

Bomber unit- an aircraft/mecha that drops a bomb dealing massive area damage. Balanced by slow-movement, weak armor and several resources to build.
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Re: Speculation and Wishlist Thread

by xstargaming » Sat Nov 28, 2015 1:21 pm

Some unit suggestions: :)

Burrower - A swiftly-traveling unit that moves underground, hidden from damage. It would be moderately easy to destroy once above ground, but able to deal heavy damage specifically to enemy structures.

Manifold Raider - A slowly moving unit that, when destroyed, breaks into a few smaller but faster units. The damage of the larger one would be moderate, while the damage of the smaller ones would be less so.

Reconstitutor - A non-damaging unit that would scavenge for destroyed ally and enemy units, turning their scrap back into resources. It would be relatively easy to destroy it.

Shadow Stalker - A unit that can become invisible when out of combat. While weak in terms of armor, it would be able to deal relatively heavy damage in sneak attacks.

Gargantuan - A massive, slowly moving unit that would act as a heavy front line to soak damage from incoming enemy attacks. The unit would either deal minimal damage or no damage at all to compensate for its great defensive prowess.

Lync - A weak, low-cost unit that deals little damage to enemies. However, when combined (or "linked") with others of its kind, its power grows exponentially and each can deal significantly more damage.
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Re: Speculation and Wishlist Thread

by Big Bad Bug » Sat Nov 28, 2015 3:14 pm

Unit Upgrades: Self-explanatory. The game needs this because customisation of one's army should be as in-depth as possible, adding more strategic possibilities and length to games. Plus, it gives more things to spend Etherium on.

Unit Abilities: Beyond just heroes, units should have special powers that they can use. Not all need one, but there should still be plenty of units who do have powers. They should all have cooldowns, as well as a low Etherium cost to use.

Edit: More suggestions that I didn't notice. :oops:

Unit suggestions are rather specific. I'll add them to the list, but keep them in a spoiler, and leave broader desires outside.

Here are mine, made to coexist with other previous suggestions from Kevin and Xstar, who seems to like making low-damage units.

Earth Piercer- A slow, heavy mecha with a very high cost, average life but high armor. It has no main guns, but an extremely powerful ability that can take some time to recharge. It launches 2 rockets, one per arm, that deal incredibly heavy damage, instantly killing most units and small structures in a large AOE. The explosions leave a wide hole in the ground that prevent the movement of infantry, but the holes disappear eventually.

Deathbringer- A Melee infantry unit with high speed, given by rocket shoes or a rocket pack. He wields dual blades made of concentrated Etherium that can slice through the thickest metal or energy shield. He deals high damage to units but is easily killed by ranged attacks.

Warden- A slow-moving mecha with dual turrets that can lock down in a location, gaining increased firing speed, damage, and armor. It takes significant time to alternate between each mode. Alternatively, it must stay locked down once it does so, but gains an even more powerful stat boost compared to the 1st concept.

Etherium Guardian- A flat platform, surrounded by metal shields on all sides, and moving on tank wheels. In the middle of the platform is a large spire, conducting power. Infantry units around it gain energy shields that recharge after not being attacked for awhile.

Sentry- A flying unit, in the form of a small, light mecha with an infinite jet pack. It has a slow attack compared to machine guns, but not that slow, perhaps a mere bullet per second. The bolts would be of pure blue energy, exploding for a small AOE and dealing bonus damage to enemy machinery, be it structures, mechas, or vehicles of some other kind. It is quick, powerful, expensive, and vulnerable to damage.

Arcane Omniscient- An expensive infantry unit that sees an alternative use for Etherium: to find a greater life, a greater world. They cast devastating spells that can deal massive damage to a large army or instantly wipe out a single, elite enemy unit. Expensive and frail, they are glass cannons.

Purifier- The ultimate mecha, it has average speed and good damage, with extremely high defense. One of the most costly units in the game, it is a statistical monstrosity, either for late game assaults on a heavily guarded base or rushed out to be micro-ed to victory as it slaughters weaker units on its own.
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Re: Speculation and Wishlist Thread

by Ninja » Sun Nov 29, 2015 12:27 am

You wrote "Enemy Suggestions"
rather than "Unit Suggestions"
in the OP. Also, I'd like to sug-
gest a couple of units too. :) :

Saboteur- A very fast unit with
average health and average dam-
age. It has a skill that can disable
enemy skills in a large AoE. (This
would have a lengthy cooldown.)
It gains a massive stat boost when
battling mechas and/or attacking
structures. It would be moderately
expensive.

Smart-bomb- A low cost, low health,
& fast speed unit. It naturally homes
in on the largest nearby group of en-
emies & then explodes for high dam-
age with a good-sized AoE.
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Re: Speculation and Wishlist Thread

by AerisDraco » Sun Nov 29, 2015 3:04 am

Ether Drone: A spherical mecha/drone. It can either float, hover via heli blades, or just walk on legs. It has dark "dimples" and a single blue robotic "eye". It has two attack modes. One is where it fires a slew of fast lasers, dealing light damage in a large AoE. Secondarily, it can stop, and charge. In this charge mode, the dimples glow blue, and begin to expand outward, kind of like pustules. When tapped, it will create a powerful explosion based on how long it has been charging. If charged for too long, it self-destructs.

Digger: A support mecha. The Digger has a small core unit, along with two large "wheels", similar to Star War's Hellfire Droid. As wheels, it has 8 shovel arms, with each shovel tipped with a hard metal. It rolls along the ground, and may expose Etherium sources.

EM Scrambler: A support mecha. Once set down, it releases a directed EM pulse towards enemy mechas, disabling them.
KRA is now complete.
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