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Post by Redfiend on Aug 9, 2021 8:51:08 GMT -5
~I~ -Introduction-
Pipe dreams, pipe dreams. Maybe, forever a meme. No way to see except speaking it into existence. Just getting tired of what's out there. There has to be some way to balance a fair game with the F2P model. Considering some defunct online mech games have been playable for quite some time after the developer and publisher literally check out, I'm pretty sure the revenue model isn't quite as desperate as "they have to keep the lights on somehow!!" people tend to believe. Even with the 80-20 principle, where 80% of revenue comes from 20% of the playerbase, I find it hard to believe games with the asking prices of War Robots and MA are struggling. Especially when BoT is still live. Where BoT needs a damn computer to play, eating bandwidth to match, but is dirt cheap in terms of the progress to maxed upgrades. Said progress translates directly to the purchase floor and ceiling.
I'm making this thread in an effort to hear from one of the healthiest online communities I've ever been a part of. That, and an effort dedicate some of the madness I've put into dissecting the 「dookie」 out of games like War Robots and MA in their formative periods into something that may eventually be a little more productive.
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Post by Redfiend on Aug 9, 2021 8:51:23 GMT -5
~II~ Outline: A 5 v 5 mech shooter.
- Tighter maps than MA. - Larger speed difference between slowest mech(s) and fastest mech(s) - Tier based matchmaking.
Two PvE modes:
Story: A short list of missions with specific task. Tutorial levels.
Offline: Fixed purchase, extended PvE missions, but progress and gear acquisition doesn't transfer to PvP.
PvP modes:
See: "game modes*
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PvP mm will be based solely on the tier of equipment a hangar is using. A T1 hangar can only use T1 gear. A T6 Hangar can only use T6 gear.
Items will not have levels. Only "tiers".
A tier upgrade doesn't replace the current tier the item is on.
That way, every mech and weapon can be balanced within their tier. Only mechanical skill prevails.
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Post by Redfiend on Aug 9, 2021 8:51:34 GMT -5
III -Progression-
- Item tiers similar to MA, except every tier is an individual hangar and MM queue.
So, a T1 hangar can only have T1 items. Upgrading an item to T2 will duplicate it, so the T1 version stays in T1, while the T2 version is only usable in a T2 hangar.
- A hangar above T1 needs at least 3 mechs to queue into battle. 6 total tiers.
- Mechs are a one-of outside of the tier, weapons are two-of out of the box.
- Upgrades for mechs and weapons within tiers will be modular, similar to BoT. Mech mods have an EN cost that pulls from the same pool weapons do, so there is a control lever between using mech mods or the highest powered weapons the mech can wield.
- No levels for any item, only tier ranking, so items are all hard-locked to static performance outside of the player choice in the modular customization.
- Some mechs and weapons start at tiers above 1, so they cannot be used against newer players. Using MA as an example, a T1 player with Paragon, Lancer, and Juggernaut, would never face a Panther, because Panther's BASE tier is T2. This would allow players to progress at their own pace, and still participate in low-stakes games with basic hangars without killing anyone's fun.
-All items gain 1 mod slot per tier above T1. T1 gear has no mod slots, so all performances are static. If a bunch of people played in an e-sports setting, they could easily be provided all of the T1 items, and the contest will be a matter of mech/weapon selection and mechanical skill.
- Mechs gain base HP and EN capacity when ranked up(as well as the aforementioned mod slot)
- Weapons gain damage when ranked up, and also unlock a higher EN cost version of themselves when available.
Using MA as an example, Say Autocannon 2 starts at T1. Ranking up Autocannon 2 will create the T2 variant of it, but also unlock Autocannon 3. The 3 cost version would ~start~ at T2.
While it can be cloned into higher tiers, it can never get into T1, even if a T1 mech has the EN to equip it.
This is meant to create more build variety in later tiers. It also allows low tier to remain both casual and competitive. It also justifies higher teir mechs and weapons being able to do outlandish things. The higher the tier, the more complex matches are likely to be, but with every mech/weapon in each teir balanced against each other, players can find their sweet spot. - This can be fully expanded to include "pilots" OR "titans" at T5 or T6. They won't influence lower tiers, so they game can get as complex as people *enjoy it". *From simple AF: Free to *play", and getting the Tutorial (a taste of PvE AND PvP) the player can buy a single player experience, with extended difficulty that can be played offline.
AND/OR
They could unlock multiplayer.
Offline missions can grind currency, BUT, said currency is seperate between PvE and PvP.
Offline and Online are their own experiences. If a player pays for the full pve game, their lifetime PvE ~in game currency~ get's a (one time) transfer to the PvP file from the offline missions.
An example of progression, using MA items as placeholders:
- T1 lancer is 4 EN.
--It can equip 2 × 2 EN weapons, or a 4 EN weapon.
- T2 Lancer has 8 EN and 1 mod slot. It can go for armor, foot speed, or ability cooldown with that slot. Armor costs 1 EN, speed and ability cooldown cost 2.
-- It can equip 2 x 4 EN weapons, OR A 2 EN mod with weapons equaling 6, OR a 1 EN mod with a weapons equaling a cost of 7.
- T3 Lancer has 12 EN and 2 mod slots. On top of highe tiered versions of T2 mods, there are new mods of those categories with +1 EN consumption, and a completely different new mod that gives it an additional Jump charge for 3 EN.
-- It can equip 4 EN worth of mods (2+2 or 1+3) have 8 weapon EN, 6 EN worth of mods and only have 6 EN for weapons, so on and so forth.
- EN capacities will be overall higher, BUT! There will be an oppurtunity cost between the items that directly impact mech performance, and the weapon sets that mech can use.
So, a T5 Lancer may have 24 EN, but it has 4 mod slots with mods that drain anywhere between 1 and 5 EN. It can forgo mech mods and equip bigger weapons, OR pimp the mech out with extra armor, speed, jump regen, and/or jump charges, etcetera.
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Post by Redfiend on Aug 9, 2021 8:51:44 GMT -5
~IV~ -Game modes and rewards-
Grind modes:
~Last Stand: Players per squad: 3 Match duration: 15 minute clock or endless. Principle: Players fight progressive waves of NPCs while defending two control points. NPCs will spawn in set locations depending on which point they are going to attack. Neutralized beacons cannot be returned to the player team by capture. Beacon status will not regenerate, but standing on the control point stops an enemy capture. Fully turned beacons will allow waves to spawn from both the spawn locations geared towards the friendly control point, and the captured control point. A new wave will spawn every 3 minutes, even if the previous wave isn't killed. At the end of the 5th round, or every 5th round in endless mode, there is a boss. Rewards are determined by a flat rate based on round completion.
PvP modes ~ Capture the Flag: -playes per team: 5 Match duration: 10 minute timer. Principle: Capture the flag in the center of the map and return it to the friendly flag for points. Control points that allow spawning will also exist so that turtle-ing is discouraged.
~Deathmatch: Match Duration: 5 minute timer Principle: FFA
~Team Deathmatch
~Control: Beacon Rush Match duration: 5 minute timer Principle: capture and control spawn beacons longer than the opponent, or until the "Capture" gauge is depleted.
~Attack/Defend: Duration: 2 rounds, 3.5 minute timer, 10 minutes max. Principle: There are 3 control points. Each of the first two rounds starts with one team in control of all of them. The defending team has 30 seconds to position themselves before the attacking team leaves a gated spawn area. Defenders cannot recapture neutralized beacons. Attackers win if they capture all control points. Defenders win if they can prevent the attacking team from doing so until the timer runs out. Roles are reversed in the second round. If the score is 1:1, the third round is 3 minutes, both teams will start with one control point each, whichever team captures the enemy beacon first wins. If down to time, capture progress is counted and weighed to decide the winner.
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Post by Redfiend on Aug 9, 2021 8:51:54 GMT -5
~V~ -Mechs-
Mechs, weapons, modules and hangars will work on a Teir system. There will be 6 teirs with titans available ONLY in T6.
Owning a mech in a specific teir is permanent. Purchasing the next teir up is a duplicate that exists only in hangars of that teir. -Modules are an exception to this. Lower teir modules will remain usable on the items they modify in higher teirs. Higher teir modules will not be available to lower teir items.
Each teir will be an independent MM queue, and balanced for the curated experience the teir is supposed to provide.
Every item will have 1 mod slot per teir starting at 2 and ending at 5, for a total of 4 at T5 and 6.
TITANs will work similarly to War Robots titans, and will only be available in T6.
The general outline for teirs:
Teir 1: Beginner No mods, low numbers. Simple abilities and weapons built specifically for pick up and play.
Teir 2: Novice Items have 1 mod socket. Items starting at this teir have more variability.
Teir 3: Professional: Items have 2 mod sockets. Increased variability in weapons and mechs available at this level.
Teir 4: Expert: Items have 3 mod sockets.
Teir 5: Master: Items have 4 mod sockets. Mechs are at their maximum base health in this teir.
T6: War: Items have 4 mod sockets. Mechs reach their maximum EN capacity in this teir, allowing for more weapon/mod combinations. Weapons reach their maximum base damage in this teir, making for faster time to kill than T5. Titans with two abilities become available in this teir, and function similarly to War Robots titans in how they're deployed.
All mechs will have 4 weapon slots, with their EN capacity dictating what combinations a player can use between modules and weapons
Mech types:
Every mech will have a role categorization instead of "Light/medium/heavy". Their prescribed role and an identifier of their niche. They will also have a small descriptor denoting their playstyle.
Roles:
-Scout: Nimble mechs designed for map control through and flanking.
-Tank: Highly armored mechs designed for area control through brawling.
-Assault: Mechs that have offensive abilities, with higher firepower at the cost of armor and/or speed.
-Support: Mechs with variable speed and firepower that alter the battlefield with their abilities, such as slow, damage over time, healing and suppression.
Now for the actual mechs: The format for this section will not have any "hard numbers", as I'll be saving that for an excel spreadsheet somewhere down the line(balancing, yay!). Instead, I will use a grading system:
S: =>50% above average A: 25-50% above average B: Average C: 25-50% below average D: =>50% below average
Teir 1: Mechs available from the very beginning.
Striker: Role: Scout Armor: B Speed: A EN capacity: C Ability: Burst: A rapid boost in the direction the mech is facing. Distance: 40m Charges:2 Cooldown: 7 seconds per charge.
Rogatka: Role: Scout Armor: B Speed: B EN capacity: B Ability: Jump Jets: Leap vertically. Distance: 30M vertical, 30M horizontal. Cooldown: 5 seconds per charge.
Mender: Role: Support Armor:A Speed:B EN capacity:C Ability: Repair burst: Deploys three consecutive bursts of energy that heal both Mender and nearby allies. Range: 30M radius Healing: 20% of Mender's health to allies per burst, 10% self heal per burst. Cooldown: 3 seconds active, 10 second cooldown.
Loris: Role: Support Armor: B Speed: B EN capacity: B Ability: System Crash: Releases a burst of Chaff that disables enemy targeting(aim assist) for a short duration. Removes status effects from allied mechs. Range: 30M, 180° angle in the direction facing. Duration: 6 seconds Cooldown: 14 seconds after duration is expended.
Trooper: Role: Assault Armor: C Speed: B EN capacity: A Ability: Sprint: Increases movement speed by 30%. Duration: 6 Seconds. Cooldown: 9 seconds.
Blitzker: Role: Assault Armor: C Speed: B EN capacity: B Ability: Melee Charge: Boosts forward a short distance and deals damage to an enemy mech. Distance: 15M Damage: 50% of Blitzker's maximum health Cooldown: 8 Seconds.
Haskell: Role: Tank Armor: A Speed: C EN capacity: B Ability: Personal Shield: Deploys a shield that covers the Haskell and absorbs all damage. Shield HP: 15% of it's total health. Duration: Until destroyed. Cooldown: 12 seconds.
Sentinel: Role: Tank Armor: A Speed: C En Capacity: B Ability: Sentinel Shield: Sentinel anchors itself in position and deploys a physical shield in front of it that absorbs kinetic and explosive damage. Shield HP: 100% of Sentinel's health. Shield health persists, and does not recover if destroyed. Duration: 2 seconds to anchor and deploy shield. 2 seconds to raise anchor, shield retracts immediately. Cooldown: None
Teir 2: Slightly more complex abilities and stat combinations.
Apollo: Role: Scout Armor: C Speed: B En Capacity: B Ability: Burst: Dash in the forward facing direction. Charges: 2 Distance: 30M Cooldown: 7 seconds per charge.
Disruptor: Role: Support Armor: B Speed: B En Capacity: C Ability: Chaff emitter: Deploys a stationary mine that greatly decreases the detection abilities of affected enemies. (Enemies cannot target mechs beyond 40M, and all friendly mechs outside of that range are hidden on the enemy minimap) Range: 40M from mine, 360° Duration: 10 seconds. Cooldown: 15 seconds.
Claymore: Role: Assault Armor: B Speed: C En Capacity: A Ability: Sprint: Increases movement speed by 30% Duration: 7 seconds. Cooldown: 7 seconds.
Heracles: Role: Tank Armor: A Speed: D EN capacity: A Ability: Physical Shield: A two segmented forward facing physical shield that absorbs kinetic and explosive damage. Sheild HP: 50% of Heracles' health per segment.
Teir 3: abilities introduce specific counterplay for both aggressive and defensive tactics.
Shadow: Role: Scout Armor: C Speed: A En Capacity: B Ability: Stealth: Jams enemy from targeting and spotting on radar. Speed increases by 30% for the duration. Duration: 10 Seconds Cooldown: 15 seconds
Odin: Role: Support Armor: A Speed: B En Capacity: C Ability: Truesight: Enhanced radar that exposes all enemy mechs(ignoring chaff and stealth) to targeting and on Radar. Calling out enemy positions (emote communication) has them appear on allied radar and targeting systems. Duration: 5 seconds. Cooldown: 8 seconds.
Thor: Role: Assault Armor: C Speed: C En Capacity: A Ability: Lightning strike: fires a projectile that emits a burst of energy damage that will chain to enemy mechs nearby. Distance: Projectile: 40M(will detonate at 40M if it doesn't collide with anything) AoE 25M, 360° Damage: 30% of Thor's maximum health to primary targets, 15% to secondary targets. Duration: Instant Cooldown: 12 seconds.
Fenrir: Role: Tank Armor: B Speed: C En Capacity: B Ability: Riposte: Deploys a temporary skin shield that absorbs explosive and energy damage, then deals damage equal to the damage the shield endured in a 30M, 360° radius. Shield HP: 40% of Fenrir's max health. Shield duration: 3 seconds. Cooldown: 15 seconds.
Teir 4: a heavy focus on area control
Cheetah: Role: Scout Armor: C Speed: B En Capacity: C Ability: Escape plan: A burst of immediate speed in whatever direction Cheetah is traveling. Leaves an explosive mine at the point of activation. Damage & Radius: TBA Distance: 30M Cooldown: 7 seconds.
Aegis: Role: Support Armor: B Speed: B En Capacity: B Ability: Sentry: Aegis anchors in place and deploys a large energy shield, protecting itself and allies within the shiels from explosive and energy damage. Shield HP: 60% of Aegis' maximum health. Duration: 2 seconds to anchor, 2 seconds to lift anchor. Anchor lifts automatically when shield is depleted. Cooldown: Shield health persists between activations. 15 second cooldown once depleted.
Rhino: Role: Assault Armor: C Speed: C En Capacity: S Ability: Ballista: Deploys a three segmented physical shield that absorbs Kinetic and explosive damage. While the shield is deployed: +50% movement speed, strafing disabled, -50% weapon damage. Shield HP: Main segment: 40% max HP, side segments: 15% max HP. Duration: 3 seconds to deploy, 1 second to disengage.
Juggernaut: Role: Tank Armor: A Speed: D En Capacity: B Ability: Bulwark: Dual modes, physical shield and energy skin shield. Physical shield absorbs Kinetic and explosive damage. Energy shield absorbs Energy and explosive damage. Shield HP: Physical: 40% of Juggenaut's maximum health. Energy: 25% of Juggernaut's maximum health. Duration: Defaults to Physical shield when EN shield is depleted. EN shield regenerates when inactive, or on a timer when physical shield is destroyed. Cooldown: 20 seconds(EN shield)
Teir 5: The combination of everything learned from previous teirs, with mechs/abilities introduced being further specialized.
Spazmok: Role: Scout Armor: D Speed: S En Capacity:B Ability: Pile Dash: Quickly boosts forward and deals heavy damage to enemy mechs it collides with, momentarily disabling their targeting system(aim assist) and applying ~Overheat~ Damage: 100% of Spazmok's maximum health. Stun Duration: 3 seconds. Distance: 40M Cooldown: 7 seconds.
Hades: Role: Support Armor: B Speed: C En Capacity: B Ability: Hellfire: Deploys a feild around Hades that causes enemy mechs to ~overheat~, and allied mechs(including itself) to heal over time. Distance: 60M, 360° Healing rate: 3% of max health self heal/second. 6% of max health healed to allies/second. Duration: 10 seconds Cooldown: 15 seconds.
Rasputin: Role: Assault Armor: B Speed: D En Capacity: S Ability: Crippling Blow: Fires a long range energy projectile that inflicts ~suppression~, ~overheat~ and ~slow~ on it's target. Range: 100M Damage: TBA Charges: 2 Cooldown: 9 seconds per charge.
Behemoth: Role: Tank Armor: A Speed: D En Capacity: A Ability: Carnage: Inbuilt physical shield. Behemoth applies ~Overheat~ to itself to deploy a wide Energy shield in front of it and increase it's movement speed by 100%. Shield HP: Physical Shield: 30% Max HP(non regenerating) Energy Shield: Wide forward facing shield(think Ares), 30% of max health. Ability duration: 5 seconds Self overheat duration: 8 seconds Cooldown: 12 seconds.
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Post by Redfiend on Aug 9, 2021 8:52:21 GMT -5
~VI~ -weapons-
For the purpose of saving the number crunching for the balancing phase, weapons will have a letter grade for their EN cost. EN costs are relative to the tier they're used in.
S: Ultralight A: light B: Medium C: Heavy D: Superheavy
Rate of fire on most weapons will be on the lower end as a preemptive measure against being overbearing for CPU/GPU so that performance can be optimized.
Some mods will increase the EN cost of weapons relative to their performance. Most mods will have give and take modifiers that do not alter EN cost to simplify equip load, as most mods available to mechs will consume EN.
Weapon names will be simplified at this stage.
Tier 1: Available immediately
Repeater: En cost: A Damage type: Kinetic Impact: C Rate of Fire: 300rpm Optimal range: 45M Max Range:75M Magazine capacity: 25 Reload time: 6 seconds A compact repeating rifle.
Rifle: EN cost: B Damage type: Kinetic Impact: B Rate of Fire: 150rpm Optimal range: 60M Max range: 90M Magazine capacity: 10 Reload time: 4 seconds
The basic Kinetic weapon. Well rounded but unspecialized.
Pulse Rifle: En Cost: C Damage type: Kinetic Impact: C Rate of Fire: 360rpm(3 round burst) Optimal Range: 50M Max Range: 90M Magazine capacity: 30 Reload time: 6 seconds
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Post by Redfiend on Aug 9, 2021 8:53:02 GMT -5
~VII~ -Maps-
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Post by Koalabear on Aug 11, 2021 8:27:38 GMT -5
Ok, I'll take a stab at this.
I would like to draw upon my very limited knowledge of two FPS games that my son plays: Fortnite and Valorant. Of course, he doesn't play Fortnite much anymore but the game was pretty fair in that every player started off with exactly nothing, and anything you buy was completely cosmetic.
Using the Fortnite model, players would basically "travel" to the battle area in nothing but a core mech suit. The mech suit would all have the same specs and people are forced to look for upgrade modules that would basically "build" their mech in an ever shrinking battle area. Your mech would of course change as you add on armour for different parts of the mech, and the performance would change too. For example, adding on armour without added engine and servo upgrades would make your mech incredibly slow. All mechs would start with two hardpoints for weapons (arms), and if you are able to build up your torso armour, you can add two more hardpoints on the shoulders. Damage taken will be done to any external armour/module you acquired first, so that you can jettison modules and in last ditch efforts, eject your mech suit and hide or fight to the last breath. There would be an almost infinite number of mech builds because you can't predict what you will find and no two mechs would be exactly the same. As you progress, you will earn permanent modules that you can use to build a permanent mech that can only be used in Campaign/Story mode (offline) and Team Battle mode (online) where you and your team/clan will battle others for territory.
Using the Valorant model, players have access to different mechs that are balanced. Each mech will have "abilities" or specialized weapons but you have to unlock which weapons you want to use for each match for each mech. Each mech/weapon combo will have pros and cons for each map and game mode. Everyone has access to the same weapons so there is no "pay to win" aspect. You have to earn credits used to unlock the weapons, so players have a F2P and the developers have a continuous income stream. F2P players can play until they run out of credits - each day you will get a certain amount of free credits, and people who want to play more can buy credits with money in order to play more. There is a Campaign/Story mode too that is offline where you can play on your own and earn credits by playing through the missions. It can get grindy but heck, it's free resources.
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Post by Redfiend on Aug 11, 2021 10:54:05 GMT -5
Koalabear my time for things this involved really is limited. I'm going to add progression next. I'm thinking of a way to combine the best of what War Robots, BoT, and MA have done, while making an actual fair game so that a PC/console port actually has the oppurtunity for E-sports. The requirement for esports is an even playing field at match start, every match start. What I'm currently sitting on: - Item tiers similar to MA, except every tier is an individual hangar and MM queue. So, a T1 hangar can only have T1 items. Upgrading an item to T2 will duplicate it, so the T1 version stays in T1, while the T2 version is only usable in a T2 hangar. - A hangar above T1 needs at least 3 mechs to queue into battle. Number of total teirs is debatable. 3-5 sounds about right. - Mechs are a one-of outside of the tier, weapons are two-of out of the box. - Upgrades for mechs and weapons within tiers will be modular, similar to BoT. Mech mods have an EN cost that pulls from the same pool weapons do, so there is a control lever between using mech mods or the highest powered weapons the mech can wield. - No levels for any item, only tier ranking, so items are all hard-locked to static performance outside of the player choice in the modular customization. - Some mechs and weapons start at tiers above 1, so they cannot be used against newer players. Using MA as an example, a T1 player with Paragon, Lancer, and Juggernaut, would never face a Panther, because Panther's BASE tier is T2. This would allow players to progress at their own pace, and still participate in low-stakes games with basic hangars without killing anyone's fun. -All items gain 1 mod slot per tier above T1. T1 gear has no mod slots, so all performances are static. If a bunch of people played in an e-sports setting, they could easily be provided all of the T1 items, and the contest will be a matter of mech/weapon selection and mechanical skill. - Mechs gain base HP and EN capacity when ranked up(as well as the aforementioned mod slot) - Weapons gain damage when ranked up, and also unlock a higher EN cost version of themselves when available. Using MA as an example, Say Autocannon 2 starts at T1. Ranking up Autocannon 2 will create the T2 variant of it, but also unlock Autocannon 3. The 3 cost version would ~start~ at T2. While it can be cloned into higher tiers, it can never get into T1, even if a T1 mech has the EN to equip it. This is meant to create more build variety in later tiers. It also allows low tier to remain both casual and competitive. It also justifies higher teir mechs and weapons being able to do outlandish things. The higher the tier, the more complex matches are likely to be, but with every mech/weapon in each teir balanced against each other, players can find their sweet spot. An example of progression, using MA items as placeholders: - T1 lancer is 4 EN. --It can equip 2 × 2 EN weapons, or a 4 EN weapon. - T2 Lancer has 8 EN and 1 mod slot. It can go for armor, foot speed, or ability cooldown with that slot. Armor costs 1 EN, speed and ability cooldown cost 2. -- It can equip 2 x 4 EN weapons, OR A 2 EN mod with weapons equaling 6, OR a 1 EN mod with a weapons equaling a cost of 7. - T3 Lancer has 12 EN and 2 mod slots. On top of highe tiered versions of T2 mods, there are new mods of those categories with +1 EN consumption, and a completely different new mod that gives it an additional Jump charge for 3 EN. -- It can equip 4 EN worth of mods (2+2 or 1+3) have 8 weapon EN, 6 EN worth of mods and only have 6 EN for weapons, so on and so forth. - EN capacities will be overall higher, BUT! There will be an oppurtunity cost between the items that directly impact mech performance, and the weapon sets that mech can use. So, a T5 Lancer may have 24 EN, but it has 4 mod slots with mods that drain anywhere between 1 and 5 EN. It can forgo mech mods and equip bigger weapons, OR pimp the mech out with extra armor, speed, jump regen, and/or jump charges, etcetera.
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Post by Redfiend on Aug 17, 2021 11:09:45 GMT -5
KoalabearHow about this compromise for progression, as the trade off for not having gear levels between teirs, and all teirs being segregated in the MM. The necessary evil: ALL Gear is all obtained and tiered up through BOTH a War Robots "Components workshop" and RM. Components will work the same way "WS 2.0" worked in War Robots, with WS1.0's generation rate. 6 slots for building components(Blueprints), collectible every 4 hours. Since there is no mid teir level gap, every upgrade will be bought this way. EXP charts similar to MA's mech achievements will exist for every item. Instead of credits, tasks will give progressively larger chunks of BP. Mechs will only have tasks concerning their abilities, medals earned and opponents faced(By CLASS, not by name), weapons will only have tasks for Kills, damage, assists, medals. Some Higher teir mechs and weapons will have prerequisites before being unlocked. Since items persist in every teir from their base up, certain mechs and weapons will unlock side-grade counterparts that have similar functions to the lower teir item that has to reach a certain teir. Examples would be: Unlocking the Arc Torrent for getting shotguns to a certain teir, and reaching a certain EXP progression on the item. unlocking a tank that gives up it's shield for a faster base foot speed and sprint for getting the "Timed shield Tank" like Juggernaut to a certain rank and the item EXP A mech that can deploy a stationary barrier shield (like Ares Shield, except it stays where it is activated) for getting the non-timed shield tank (like ares) to a certain teir and getting the item EXP The items that are effort locked, cannot be bought with RM until they are unlocked. That way a whale can buy high teir items, but it won't hurt anyone. Players that unlocked and use the items that are locked behind effort have more tools to specialize with, which may give them ~tactical~ advantages in certain game modes and maps, but not break actual balance between item performance.
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Post by Danny Linguini on Aug 17, 2021 11:40:06 GMT -5
My opinion, MA wasn’t that far off. Take out the aspects of it that make you feel like you HAVE to pay to get anywhere, and I would willingly support it. Specifically, the absurd ‘matchmaker’ that is anything but, and the blatantly manipulative AI that rewards you for playing well by giving you brain dead teammates and increasingly impossible opposition. Oh yeah, an BE HONEST WITH YOUR PLAYERS. Just those minor tweaks and MA could have been a winner.
That’s the best I can come up with.
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Post by Koalabear on Aug 17, 2021 11:43:39 GMT -5
I see what you're doing. It's similar to unlocking a Skill Tree in some RPG games where you have to unlock a tree limb/skill up to a certain point before the next a skill is unlocked. This way, you force people to actually use the weapons they have at an optimal if not max level before the next weapon in that family is available.
How about borrowing another thing from RPG games and have ever mech have it's own upgrade tree? As you use mechs and unlock achievements with it, it levels up on it's own and at ever level up, it get's an upgrade point that you can use to apply to things like HP, foot speed, etc. Eventually a maxed mech will have all it's values at optimal level, but as the mech "grows" that's where people will have their customizeability and no two un-maxed mechs would ever be the same.
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Post by Redfiend on Aug 17, 2021 22:13:38 GMT -5
I see what you're doing. It's similar to unlocking a Skill Tree in some RPG games where you have to unlock a tree limb/skill up to a certain point before the next a skill is unlocked. This way, you force people to actually use the weapons they have at an optimal if not max level before the next weapon in that family is available. How about borrowing another thing from RPG games and have ever mech have it's own upgrade tree? As you use mechs and unlock achievements with it, it levels up on it's own and at ever level up, it get's an upgrade point that you can use to apply to things like HP, foot speed, etc. Eventually a maxed mech will have all it's values at optimal level, but as the mech "grows" that's where people will have their customizeability and no two un-maxed mechs would ever be the same. The point is getting away from too much variability between battles. Part of being able to make tactical decisions is being able to identify what the opponent is using. Too much variance between identical looking mechs is why games like this lack one very important thing: consistency. The achievement system giving large resource chunks to obtain the item's next teir, is how that "skill up" mentality is applied, while keeping each teir performance consistent. The modular alteration system will remove some predictability, but item knowledge would allow players to have a solid understanding of the possible interactions and specs at their level of play. With every teir being separate and simultaneous, and mod slots being uniform for all mechs in the teir, a player making the venture into a higher teir need only to select their lower teir hangar for MM to go back to the more familiar and manageable environment. The modular system ensures a base line uniformity, with modifications having oppurtunity costs that affect weapon usages. Some mods will be "give and take". The double edged mods will lean closer to changing statistical performance to the point of mocking up another mech that might not be available in that teir. They'll also be teir specific, so two mechs don't overstep their niche in teirs they both exist in. That allows for unique builds at every level, and also mitigates the rush of ~NEEDING~ to obtain all of the specific items associated with a new mech. For a tactical example, say you know you can kill a mech with a certain amount of damage. Since everything is uniform at base in any given teir: -Seeing it carry weapons that don't fill the total EN of that mech at that teir gives away that it's performance is modded. -Watching it's mobility and ability uses will give the general idea of how it's moded. If it's not using mobility/ability mods. Then it might have more HP. -figuring that out gives a tactical advantage in the engagement. Since mods/weapon load will be balanced with each other in the same manner as base performance, how the players act/ react in the engagement is still the major deciding factor. For an example of a mech mocking up another mech: Think of the previous example of the Mobile, shieldless tank. Consider Paragon in MA. The double edged mods would allow Paragon to have a similar stat spread as that mobile tank, to perform similarly to that mobile tank, in a teir that mobile tank isn't available in. In the teir that mobile tank is usable, the mod set specific to Paragon that would allow it to emulate the tank will not be available. There will be enough available from first log in for people to buy their way into any teir. There will be enough for anyone to wet their feet at any level they want and do reasonably well. The endgame will revolve mostly around actual build crafting, specialization and counter specialization. That combined with limited amounts of item copies, but a wide array of actual items, leads to a metagame that won't stagnate. A metagame that doesn't need constant nerfs/buffs or a power creep flavor of the week to actually change. In games that can actually be played competitively, there is no finite meta. Just matchup specific advantages and disadvantages, and a focus on player decision making and execution. Meta shifts happen organically as hard counters to the current dominant strategy are discovered. This would in perpetuity, to the point where everything has a place, and every teir is it's own unique experience where choices matter more than an arbitrary level or upgrade number.
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Post by Redfiend on Aug 17, 2021 22:20:59 GMT -5
My opinion, MA wasn’t that far off. Take out the aspects of it that make you feel like you HAVE to pay to get anywhere, and I would willingly support it. Specifically, the absurd ‘matchmaker’ that is anything but, and the blatantly manipulative AI that rewards you for playing well by giving you brain dead teammates and increasingly impossible opposition. Oh yeah, an BE HONEST WITH YOUR PLAYERS. Just those minor tweaks and MA could have been a winner. That’s the best I can come up with. Haven't had a chance to format and add it to the main post, but see my reply to Koala about progression. Every "Rank" I refer to as a teir is in it's own MM queue. Higher teirs are more complex, higher EN totals, higher health/damage, and more ways to modify performance up the ladder. Every teir will have shifting metas based on performance and usage(AKA PLAYER CHOICES) instead of tweaks to items and/or new items. Don't like how complex or involved T3 combat is? Queue up in T2. Played T2 for a long time, bored, and think you have a competent T3 hangar lined up? Hop into T3. Choice instead of being aggro'd into buying the next thing.
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Post by Redfiend on Sept 4, 2021 0:03:32 GMT -5
bump
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Post by Redfiend on Sept 9, 2021 14:14:14 GMT -5
Bump for the first round of mech ideas. They are GLORIUS. Deadeye would it be possible to sticky this to the top of "Off topic" so I don't have to bump it back to page 1?
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Post by ⓣⓡⓘⓒⓚⓨ48 on Sept 9, 2021 14:54:12 GMT -5
Glad you did bump it... I've somehow missed this until today.
I love it.
Progression, mix of offline and online, separate MM queues an the differences between the queues, weapon mods, etc.
Yes.
I would easily play this and as long as it was smooth and didn't stutter and lag, I'd buy it straight out with the ideas you have in mind.
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Post by Redfiend on Sept 9, 2021 15:46:04 GMT -5
Glad you did bump it... I've somehow missed this until today. I love it. Progression, mix of offline and online, separate MM queues an the differences between the queues, weapon mods, etc. Yes. I would easily play this and as long as it was smooth and didn't stutter and lag, I'd buy it straight out with the ideas you have in mind. Honestly, If I dump any time into doing the hard assets after doing all of the number crunching, I'd probably make a single player game that acts as a demo to a PvP release. Campaign and survival, flat single purchase (for cheap). If that did well, I'd probably be able to amass the capital to get some actual programmers and make this happen. For the PvP game, it would have to be always online. An offline mode would mean the game client would have crucial information, that if altered properly, the server wouldn't be able to detect as an exploit. I want to make the game that > I < would play over all of the other mech MOBAs. The biggest detractor to every one of them is how the upgrade system is the core of monetization, with clubbing being the incentive(for 「bum-bum chapeau」s to buy, and seals to be forced to buy) no matter how it's dressed up. With a completely segregated MM per tier, and the game actually being BALANCED, more people will stick around. No matter how crazy any particular thing may be, none of it will release OVERTUNED for sales. The point, I think, should be to take the arena shooter mech game we all love, and make something League of Legends tier in terms of the balance between quality, revenue, and just being 「fluffernutter」ing fun to pick up and play for the people that enjoy the genre. Contrary to the BS grand standing, server upkeep really isn't that expensive. Some old MMO's and online adventure games have had the devs outright say that they can keep servers going indefinitely for negligible costs and like a 2 dude staff. It's seriously just greed. I want every mech and weapon to be identifiable from jump, BUT, want people to have enough customization at their disposal to actually play the way they want to. The thing about Pix servers and War Robots, is that they're literally building off of the same engine and code as Walking War Robots. The game is more duct tape than actual code, and everything they added into it for money reasons is just that: taped and stapled onto the base code of the game. Doing as much number crunching and mental work as possible will allow me to know what and how I can cut down to make a game developed by just me, as well as what to prioritize when building the PvP game from scratch if I reach that crossroad.
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Post by Deadeye on Sept 13, 2021 6:51:30 GMT -5
Bump for the first round of mech ideas. They are GLORIUS. Deadeye would it be possible to sticky this to the top of "Off topic" so I don't have to bump it back to page 1?
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Post by Redfiend on Mar 3, 2022 12:55:22 GMT -5
This post is getting reworked from nil on my next day off. As previously stated, I intend to make an single purchase single player game first, so I know I can mechanically get everything but the webcoding done.
Will post some surveys in off topic for some mechanical spitballing, but I think I have the base outline for how I want everything to work down.
General outline of what the update will contain:
Only 9 mechs to start, with the total intended roster being 18. 3 Attackers 3 Defenders 3 Support
A light, medium, and heavy mech for each category.
The additional 9 mechs are more "specialized" counterparts for each role/weight class.
Mechs will have upgrade trees that determine: Weapon sets Ability Performance modifiers.
Trees function on a pursuit system, where completing objectives unlocks the new equipment.
Weapons will be tied to specific Mechs instead of being general use across energy costs. Every mech will have at least 3 different weapons available to it per *Tier* Each mech will have multiple effective loadouts when the entire tech tree is unlocked.
The single player game will be a simple story with branching paths of missions, like old school armored core.
The multiplayer game will have a casual and competetive mode that actually have a core difference: Mechs in competetive mode only spawn in with their base abilities and the weapon set they're carrying. All of the wacky special builds are for fun brawls and personal contests with clans, friends, and randos. Competetive is about execution of the fundamentals, and knowing how to play your role without bells and whistles.
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Post by Redfiend on Apr 30, 2022 2:08:42 GMT -5
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Post by Redfiend on May 1, 2022 4:22:54 GMT -5
Still tweaking how I want to do weapons. A single player game is well within my capability with the resources I have available,so I'll be focusing on that.
The current design philosophy:
EN totals: I went with a higher energy capacities because there aren't any direct upgrades. Mech abilities, armor, and speed, will exist as modular equipment that impacts total energy consumption.
Every Role has three preset abilities that cost 0.
Attacker: Sprint, Dash, Jump
Defender: Personal Shield, Wall Shield, Barricade
Support: Healing field, Pulsewave, Mines
Each of these abilities can be altered, and in some cases, completely changed, by mods that cost EN to use.
For instance, Sprint can be upgraded to have Stealth, and/or it's duration/CD/Speed boost can be altered for EN.
Dash can lose some utility to become a zip-splat. Or more regular dashes, or longer dashes, all based on EN consumption.
Weapons will have only one base EN cost, with modifications being made similar to how abilities will work.
If I do add artillery, it'll be the best bad artillery ever. Mortars would fire in a set Arc a set distance, no targeting except an arc showing their flight path.
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Post by Poopface on Oct 25, 2022 13:47:20 GMT -5
How're things progressing? No posts in a while. Is this a dead concept?
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Post by gravediggers on Nov 7, 2022 19:36:59 GMT -5
Yeah I wouldn't mind seeing a new MECH game ,that actually had rotating Maps, so each month there would be a new set of maps to battle on, and just keep rotating them every month how hard is that .🤬
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Post by TerrorStorm on Nov 8, 2022 4:32:57 GMT -5
Was reading through (most) of this an idea popped into my head given the current War Robots landscape.
Instead of tagging on a bunch of Randoms to a 3 or 4 person CH Clan how about leveling the field with numbers.
So a Squad 2 or 3 CH Level teammates would not get 2 random Masters assigned. They would get to fight 5 random players... Masters, Experts... whatever PIX's whizz bang engine spits out.
Might be sort of interesting for the high level folks and a bit more fun for the lower guys.
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