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Post by davortrogon on Nov 28, 2022 11:40:19 GMT -5
To start, this thread is about building and designing a better game. Want a change in the current game? Is something unfair that you would want to change in this new world? Put it here!
Write strengths, weaknesses, counters, gear ideas, game ideas, modules, new types of game play, maps, and any feature you want, as this is imagination!
This world is intended to become a new place for us to dream up ideas in a game of our very own. It is no longer War Robots, but base you ideas off of it.
This thread is about our ideas. Our big ideas. If you're going to post here, although 30-second ideas are fun to talk about, I'm looking for detail. Lots of detail. Write an essay if you want. I love reading about ideas, big and small!
Once this world begins to be set in stone, I will take some ideas from the Robots and Weapons Tournament and bring them here to populate our world.
At the end of all this, when the ideas are out and the world is dead, maybe we will have learned something from it. Hopefully, this day will never come.
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Post by Oliver Kloesov on Nov 28, 2022 11:44:46 GMT -5
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Post by Browncoats4ever on Nov 28, 2022 11:54:37 GMT -5
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Post by davortrogon on Nov 28, 2022 13:32:14 GMT -5
To REALLY start, I am going to talk about the only reason I keep playing War Robots; My vision for the future, what I think War Robots should be. I will break this into a few groups: The game play and additions first, followed by the map and ending with robot ideas.
Part 1: Gameplay __________________________________________________________________________________________________________________________________
The real difference between My War Robots (Which will be called War Robots: Earth (or Earth for short)) is that it is not a battle royale, but a team and clan MMO, kind of like Rust. (I don't play Rust, but after watching a lot of YouTube about it I think a game like War Robots could learn from it.) There would be 1 huge map called Earth. 400,000 by 400,000 circle with a roof 1,000,000 high, and able to host hundreds or even thousands of players at a time. (Lets say 1,000). It would be like a giant free for all, where anyone could kill anyone. Clans, Teaming, and In-Game Chat If you are in a clan then your whole clan could be online. Clans would not be able to hit each other; they are all on a team. You can make temporary alliances with someone (because you always run into someone friendly) called truces, which last until one of them cancels it. You could offer a truce quicker than a friend request because you may do this mid battle. There would be more established roles in clans than right now; clan roles you could give to members. You can chat mid game with individuals or with the server, like how Minecraft's chat works. If you are on a phone then there is a small button to chat near the switch robot button. Clans could challenge each other by going to the menu(THE MENU IS IMPORTANT LATER) and initiating a temporary event where enemies on both sides are marked at all distances so they can be tracked. You would be able to conquer other clans and the reward is a lot of gold, and a copy of the weapons of whoever was killed (This is good for farming weapons(In my game, there isn't going to be much of a gap between anyone and all weapons are going to be easy to get. It's a game of skill and hoarding weapons with the people you meet which are stored in chests or chest robots; robots that have an advanced storage capacity.))
Beacons, Mines, Chest Bots and Enchants Beacons are something you can place down as a player or a clan member and it gives you and your teammates an advantage on the field. There are many beacon colors and types. There are also different level beacons based on your clan's rank. They are named like this:
Conqueror Gives 10-40% damage boost in 200-500 meter radius of beacon and reduces damage by 10%.
Haven Gives 1-4% healing per second, no grey damage is allowed, and 35 dp in 200-500 meter radius of beacon.
City Gives buildings and structures 50 dp and heal 1% per second (There is buildings you can place down but we will get to that)
Vortex Slows enemies 10-50% for every 100 meters distance from the beacon.
Supernova On command, (stand directly in front of beacon and tap it with either mouse or touch-pad) It launches a blast that knocks players back with tremendous force; enough to push an Ao Ming in the sky 100 meters, every 5 minutes.
Immune provides 5 second immunity to all effects in a 500 meter radius.
I will make more beacon ideas, and so can you!
Mines Mines are areas in the maps where people go to collect money. If you upgrade a mine, then you get more resources. There are established mines and mines you can make on your own. While established mines will produce a set amount of money, you can make your own by equipping a drill on your robot in place of a weapon (using the menu you go idle meaning people can kill you, but you don't lose anything.(If something like not losing any money when AFK seems unfair, then it can be changed.) Different environments and locations will affect how much gold or silver you get, and it changes daily. You can go to a merchant on the map to buy a map of the silver and gold hot-spot schedule, along with weapon, module, and enchant drops, which I will cover eventually as well. On the environment note, I had an idea of being able to equip different feet to walk in different terrain, but now that Frontiers is out, people would want full customization in this game as well, and that would hurt frontiers. It could, but it won't unless you guys think its a good idea.
Chest bots, the storage system, and killing When you go to menu, your robot is idle in the game. You can switch weapons and robots with no charge, but damaged robots will stay damaged and lost weapons will be lost until the robot dies. If you kill someone, then you get free for all points which you can use to bring back a robot. You get 1 point per kill, and it costs 2 to bring a robot back, and 5 for a titan. Different tiers cost more to bring back, so there is use to have a high level low tier robot. Tire 1 and 2 only cost 1 point to revive. If you run out, you can buy them with silver and gold. Every time you kill someone, you also get 100,000 silver and 1/2 of their loot. Chest bots are robots that can carry much more inventory than a normal robot. A normal robot can carry up to 1,000,000 silver, 1,000 gold, and 200 platinum, along with their interchangeable hanger. Chest bots are useful because they carry 10,000,000 silver, 10,000 gold, and 2,000 platinum. Chests are places you store loot in game so that you can keep it when you are full. Chests can also hold building resources like scrap metal, rocks, and debris. You can use a furnace facility to turn materials into building resources, like metal shapes (get the Rust resemblance?), moving parts(You can make large scrap vehicles like an engineer simulator(with guns and everything(I will explain turret guns next)), and thrusters, which brings us to our next topic.
Buildings, Turrets, Enchant and other supply drops, and more about the menu
Buildings are crafted from resources collected with your drill (You can burrow through the ground with drills and make underground bases). Drills are purchasable like weapons and have their own special effects like wider holes, close range detection, and more loot. Structures will always fall straight up and down, and you can control moving parts like hinges if you set up controls for the item. When a player activates a moving structure, they are put in a special view; there is a camera piece that can be placed on the structure so they could switch viewpoints. If there is no camera then the view is still from the robot. When in control of another vehicle, your player's HUD changes to suit the controls of the vehicle, whatever they are. There is a button to back out of control of a vehicle or moving part, and switching takes 5 seconds. If the controls are set up right, you can have many people controlling part of a bigger structure, like turrets on a giant jet. For controlling turrets, there is a manual option; you can aim exactly where you want to with the different types of turret weapons; there will be 2 classes Delta and Theta and many weapons and I will talk about them when I mention new robots.
Remember when I mentioned supply drops? Every 10 minutes there will be a supply drop, and you have 1 hour in advance to get there and defend it to claim it. It is lit up by a beacon and whoever has spent the most time in the beacon by the end of 10 minutes gets the supply drop, which could have from resources to weapons, and the rarest ones will have robots and enchants. On a map, you can see how rare a supply drop will be with 4 tiers.
Since you can build structures into the ground and make bases, place beacons, and get supply drops, it will feel like a different game, especially when you get an enchant.
Enchants are special abilities you can apply to certain Robots, Weapons, Pilots and Modules. You can't un-apply an enchant, but this may change if people want it to. The type of ability this is isn't like normal abilities. Here are some examples of enchants:
Fortune 1-3 (There are different levels of enchants) When a player applies this to a robot, when it kills something it will have a higher chance of getting a copy of their weapon; lvl 1 is 20% lvl 2 is 50% and lvl 3 id 70%; each being increasingly rare.
Revenge When someone kills you, only you are able to do up to 5 x damage to them, increasing by 1 time every 30 minutes you haven't killed them. If they join your clan and leave then you keep this bonus. Every time they kill you you get another multiplication factor of 1 x to add on. Once you kill them it ends. This is only for people that killed you.
MK4(used to be MK3) I made this idea a while ago (the day before the Typhon was announced) so it was the idea that whatever you apply this on gets 10% more damage or 10% more durability. If you put this on a robot then only the ability gets the boost, so if you put it on a robot with no ability it gets 20% more durability. It cannot be applied on drills.
Guard Only for robots and Titans
When in range of any friendly beacon effects are multiplied by 2.
These are examples of enchants, and there will be way more.
Part 2: Map __________________________________________________________________________________________________________________________________
The Earth map itself is a huge map. With 2 mountain ranges, a 50,000 meter high spire, a volcano, a 100,000 meter deep pit with cave systems, hard to traverse terrain in some spots, huge open fields, forests, abandoned buildings you can walk in and set up as bases, a 2,000 meter tall castle with many floors, a flying city with turrets that shoot the ground and lands at the spire, an arena where you compete in different environments for solver and gold (the base game is a location in this one (it takes you back to the base game)), merchants(there is also a map for merchants so you can see what they have to offer (merchants are little safe zones that move every hour on their own timers and sell different weapons. Sometimes, something may not be in stock anywhere, or there will be an abundance of random stuff(All useful and you will be notified when there is something legendary up for sale (tier 5, aka enchants.).)), it is a great place for a lot of people!
Events There are several different types of events that take place
The first is something called "Weekly Events" These are temporary buffs to specific items for a limited time. For example, "Machine Gun Mayhem" would buff all machine guns for 20% for a week. "Missile Mastery" would increase the explosion radius of all missile weapons for a week.
There will be more events in the future themed around many different aspect of the complaints and complements of the game, and if the community of this theoretical game would vote, then it may be permanent to some extent.
PVE There will be AI robots that will try to hunt down the nearest player. Varying in strength and reward, they could be tough to kill. Sometimes they hunt in packs and search for players far from everyone else. If they kill you, your robot joins them.
Bosses There are several boss events; 7 to be exact. There are 6 bosses in the game that are these giant robots called guardians. The bosses are enormous; averaging around 1,100 m long. Each guardian represents a general playstyle of combat; (All mythological names I found) Ajax the Tank, Longinus the Sniper, Trishula the Shotgun, Freya the Healer, Asgard the Conqueror, and Ao Shun the Flier. Each boss has a control panel on top of it, and if you manage to climb it you can control this guardian until the boss event. The boss event takes 8 weeks to complete. The 1st week there are no bosses, and then the next 6 weeks 1 of the 6 bosses will activate and hunt the nearest player. If you are controlling the boss when it is activated then you get thrown out of the control room and land pretty far away. The last week of the event they all combine into Ragnarok; no longer a guardian but a world-ender. If it is not killed in a week then the server is refreshed and all bases and items not in chests are deleted so it is very important for everyone's sake to kill it. Ragnarok, same with all the other bosses, will circle the map until a player is detected in a 10,000 meter radius. If you kill a boss you can pick 2 of any item you want at max level. If you kill Ragnarok you can pick any 2 enchantments you want. The bosses have on average 20 million health and when they combine they have 1 billion hp and 300 dp. I will go into more detail about the bosses eventually; besides looks and attacks this is all there is to bosses.
Improvements to base game When skirmishes aren't events, then they are test servers, available for everyone who has the game to use. This will allow better feedback from the majority of the population instead of the smaller group that goes to the test server now.
Arena, Flying City, The Hole, The Castle, and Ground Level City
The Arena is a spot In the North near the top of the map where a lot of merchants frequent called the arena. It is a safe zone, and has a lot of stuff to buy. Everything will be in stock here, and rare stuff will randomly become available, with an hour's notice on maps.
The Flying City is also a hotspot for a lot of merchants and is about 10,000 meters in diameter. There are turrets on the bottom so you can shoot from the sky onto the ground.
The Hole is near the South Border and has a few merchants that travel through it, and there are a lot of tunnel systems to travel unnoticed to players.
The Castle is a fortress on the West side of the map with a lot of merchants and defendable positions. If a clan were to take hold of the area, it would be hard to evict them. The castle has built in turrets that you can upgrade with resources. It also has at least 1 mine of every material there, making it a high priority for large groups.
The Ground Level City is a City on the East Border and is full of merchants and some safe zones.
There are many small bases and merchants throughout the entire map for players to buy and sell weapons. You can buy weapons that other people sell.
Part 3: New Robot Ideas __________________________________________________________________________________________________________________________________
I will finish this section later, but this is generally the world building of my idea of a better War Robots. What do you think?
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Post by davortrogon on Nov 28, 2022 13:33:37 GMT -5
Thanks! I wish I never left, and it's good to be back!
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Post by davortrogon on Nov 28, 2022 13:45:52 GMT -5
It's cool how many people like posting about new ideas, but I think the reason it fizzles is because you say the idea and then it's over. With this thread, I want to see how people's ideas would fare against each other, and world-build a better game. Thanks for showing me this thread, it was so heartwarming.
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Post by GuitarGuy on Nov 28, 2022 14:51:47 GMT -5
Personally, I don't think we need ANY new gear. What we need is more balance between them all. There is tons of bots out there but as we all know Pix buff and nerf cycles only keep a handful relevant. Id like to see less bots with "godlike" abilities and more stuff that just relied on good old fashion play skills but, that's never gonna happen with the Devs. its all about Selling Power and that will never change I don't think.
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Post by davortrogon on Nov 28, 2022 15:11:00 GMT -5
Personally, I don't think we need ANY new gear. What we need is more balance between them all. There is tons of bots out there but as we all know Pix buff and nerf cycles only keep a handful relevant. Id like to see less bots with "godlike" abilities and more stuff that just relied on good old fashion play skills but, that's never gonna happen with the Devs. its all about Selling Power and that will never change I don't think. There is much truth in that. But, this is a place where our own ideas can shine. It doesn't matter that they never exist in game if the dreams they give us exist in our minds. What would you add to the game, for fun?
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Post by GuitarGuy on Nov 28, 2022 17:19:39 GMT -5
Personally, I don't think we need ANY new gear. What we need is more balance between them all. There is tons of bots out there but as we all know Pix buff and nerf cycles only keep a handful relevant. Id like to see less bots with "godlike" abilities and more stuff that just relied on good old fashion play skills but, that's never gonna happen with the Devs. its all about Selling Power and that will never change I don't think. There is much truth in that. But, this is a place where our own ideas can shine. It doesn't matter that they never exist in game if the dreams they give us exist in our minds. What would you add to the game, for fun? Honestly, I feel that all the basses are covered. Do we have a bot that can capture beacons remotely? No. Do we need it? NO!. I just want balance back. That makes ALL the bots fun..
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Post by Cdr. Crimmins on Nov 28, 2022 22:30:28 GMT -5
This reads like you are recreating a war robots version of Eve Online.
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Post by davortrogon on Nov 29, 2022 10:37:03 GMT -5
There is much truth in that. But, this is a place where our own ideas can shine. It doesn't matter that they never exist in game if the dreams they give us exist in our minds. What would you add to the game, for fun? Honestly, I feel that all the basses are covered. Do we have a bot that can capture beacons remotely? No. Do we need it? NO!. I just want balance back. That makes ALL the bots fun.. Having balance is a great point, and there is a huge lack of it in the current game. How would you balance the game? How would you balance mine, which is more about teaming and long term survival than always hunting? If anyone's balance works or not, no matter how many problems, it should be considered. For instance, follow the rule of power over magic. If something has an effect, it does less damage then the thing without the effect. If something has great strength, then it should have a weakness that can be exploited by something most people have. And to have most people have something, at least in my game, I stated that it would be significantly easier to get everything, as the game isn't about trying to become the most powerful, but what you do with the power you have.
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Post by davortrogon on Nov 29, 2022 10:40:29 GMT -5
This reads like you are recreating a war robots version of Eve Online. Is it a better idea than War Robots is currently? Do you think it could be more fun to play than what we have now?
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Post by GuitarGuy on Nov 29, 2022 17:50:48 GMT -5
Honestly, I feel that all the basses are covered. Do we have a bot that can capture beacons remotely? No. Do we need it? NO!. I just want balance back. That makes ALL the bots fun.. Having balance is a great point, and there is a huge lack of it in the current game. How would you balance the game? How would you balance mine, which is more about teaming and long term survival than always hunting? If anyone's balance works or not, no matter how many problems, it should be considered. For instance, follow the rule of power over magic. If something has an effect, it does less damage then the thing without the effect. If something has great strength, then it should have a weakness that can be exploited by something most people have. And to have most people have something, at least in my game, I stated that it would be significantly easier to get everything, as the game isn't about trying to become the most powerful, but what you do with the power you have. At this point in the game I dont think true "balance" is possible. there are so many modules, drones. chips and motherships involved in the whole "over powered" process that even if you made all bots the same amount of hit points it wouldnt matter with all the stuff I mentioned. I think if more weapons were closer in damage output and reload times that would help but again, only marginally. Sadly, in 2022 I just dont think balance is possible unlike the Walking War Robots days where it was just level 12 weps and bots and balance was much easier to do.
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Post by 079 on Nov 29, 2022 20:19:51 GMT -5
Well, davortrogon, do I have the treat for you! These are my three creations from a separate thread, that I am sure you will enjoy reading! I call my Pixonic-style trifecta the Transistors: 3 robots with industrial designs whose gimmicks are switching between distinct states of being. Rather than having powerful, limited-time abilities that dictate their play style, they instead have mode-based abilities that are fully controllable by the user, allowing for varied approaches to playing them as well as customization. Ranger is the most versatile, being a tank that can be a frontline brawler or wingman, or a hearty ranged fighter or beacon capper. Enforcer is a damage dealer, most obviously suited for medium to long range, but it could be a good close-range duelist or wingman as well. Reaper is the most specialized, being a sentry-style healer, but its firepower and tall design give it some its own nuances. While appearing complex at first glance, these 3 robots are pretty straightforward in their designs, so any curious player should be able to pick it up with relative ease, but they have high skill ceilings due to their obvious weaknesses, meaning fans of the each robot will be rewarded for their dedication by being the most effective. Ranger Description: Ranger is a medium-sized robot, being a bit taller than Hover but not being as wide. It is geometric in shape and has a compact design, similar to the classic designs of Boa and Gepard. Ranger’s hull is black, with orange plates beefing it up, and hints of white paint. Rather than walking with legs, it hovers off the ground, akin to Demeter, with the hover mechanisms being trapezoidal in shape, with the larger side facing downward, and being similarly plated to the body. Small sensor nodes dot the main body and hover mechanism, and two antennas stick upward from the rear top of the hull. The front of the body is densely reinforced and plated, the sides have lesser plating and some paint decals, and the rear having the footprint of the reactor, being armored but having vents and heat syncs. Some exposed piping travels from the reactor area to the top of the body, where a large shield generator sunk into, but still sticking out of, the hull crowns the body. Ranger is meant to have an appearance that is industrial, yet experimental and somewhat futuristic.
Weapons: Ranger has 3 medium hard points, 1 on each side of its body, and 1 atop its shield generator.
Stats: At base level (mark 1 level 1), Ranger has 120k durability and moves at 45kph. Its body and legs can swivel at a high rate, akin to Orochi and Stalker. Its hover mechanism allows it to perform unconventional maneuvers, akin to Demeter.
Ability (called Segmented Protection): Ranger has an absorber shield that is active at all times. However, the shield does not provide full protection, only being 105° wide instead of the usual 360°, meaning it covers a little less than 1/3 of the area around Ranger. Tapping and holding the ability button will rotate the shield to face a different side of Ranger, and quickly double-tapping the button will reverse the direction of rotation. When not being rotated, the shield always faces the same direction, not moving when Ranger swivels its hull, unlike physical shields. Like a typical absorber shield, this shield can be bypassed with Shieldbreaker, and it extends 30 meters beyond Ranger, meaning enemy robots within that radius can disregard the shield entirely.
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I see Ranger as my take on modernizing the “mobile tank” concept seen in the classic Boa. Ranger has great survivability thanks to its shield and high health, decent mobility thanks to its maneuverability and travel speed, and firepower that, while not weak, is not very remarkable. The Segmented Protection ability gives Ranger its own mechanic and thus play style, as while it is most similar to Bulwark with its shield management, it is still unique. Ranger does best in situations where enemy fire is coming from one direction, such as areas with dense cover that protect Ranger’s flanks, or an isolated duel, where the enemy robot is the only threat. Users have to be aware of their surroundings since Ranger’s health will rapidly deplete if it is attacked from an unprotected side, which is most of the robot, but its health means Ranger is still rather hearty. Ranger is weak to attacks from multiple sides, teleporters, and Shieldbreaker, but with good positioning, it can be a beast. Enforcer Description: Enforcer is a large, four-legged robot, being around the same size as Solid Jaeger. It shares its design philosophy with Ranger, that being an industrial, but somewhat experimental and futuristic appearance. Enforcer’s hull is gunmetal grey, with yellow plates to beef it up, and some hints of white paint. The main body is trapezoidal in shape, with the larger side being the top of it. The legs have large, geometric armor plating covering them, with their lower sections featuring segmented armor that has white and black caution stripes. When Enforcer enters Lance Mode, these segmented armor plates reveal themselves to actually be stabilization mechanisms, separating from their leg and driving into the ground like stakes. The central spine of the body features some antennas and a shield generator that bears design similarities to Ranger’s. Enforcer’s hull’s front is plated and reinforced, its sides have lesser plating and one paint decals, and its rear has the footprint of its reactor, with vents and heat syncs. Sensor nodes are at the corners of the body, as well as the tops of the knee joints. The undersides of the legs have large hydraulic mechanisms, and some piping extends from the reactor area to the body’s underside.
Weapons: Enforcer has 2 heavy and 2 medium hard points, with the heavy ones being on platforms extending out from the top of the body, and the each medium one being on a simple mount on either side of the body.
Stats: At base level (mark 1 level 1), Enforcer has 80k durability and travels at 40kph. It has the acceleration and maneuverability of four-legged robots, but only swivels its body at a low rate, akin to Revenant and Warrior Typhon. Its Aegis shield has 35k durability and a medium recharge rate, and its Reflector shield blocks 50% of received damage.
Ability (Skirmish Mode/Lance Mode): In its default mode, Skirmish Mode, Ranger can move at full speed and is protected by its aegis shield. In Lance Mode, Enforcer looses its Aegis shield, ability to move, and ability to use its active module, but in exchange, it is protected by a Reflector shield and its equipped weapons gain 75% defense mitigation. It takes 2 seconds to switch between modes, and the aegis shield passively recharges in both modes.
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Enforcer is my personal take on the damage dealer robot archetype. Enforcer has only modest defenses and mobility, but its damage output is staggering, as it has a lot of firepower, and its modes allow it to effectively engage different targets. Skirmish mode is good against small, fast, ability-based robots, as Enforcer can move to evade or catch them, survive brief encounters with its Aegis shield, and use its active module to counter abilities. Meanwhile, Lance Mode lets Enforcer pound away at tanks and titans with its defense mitigation, as well as have more survivability duels. However, each mode has its drawbacks, as the Aegis shield in Skirmish Mode is rather weak, and in Lance Mode, Enforcer is still not exceptionally durable, being devastated by Reflector-bypassing rust or corrosion, as well as enemies brute-forcing the Reflector, which would not be difficult on a stationary target. The user needs to see opportunities when they arise, such as when a target is distracted or has a range disadvantage, and know when to pull back before it is too late. Enforcer rewards awareness: it is a monster damage dealer at any range if left unchecked, but goes down quickly if it loses control of the situation. Reaper Description: Reaper is a moderately large robot, being tall and of average width, but is not as long as other robots. Its hull is olive green, with purple plates beefing it up, and some hints of white paint. It is somewhat skeletal in appearance, having similarities to a bare-bones Shell. The body has the shape of a hexagonal prism (with the faces being up and down), with the plates wrapping around the body, as if encasing it. The front of Reaper’s body is plated and reinforced, and has a small bulge from the reactor, but not as large as the back, and has a large sensor package in its center. The back of Reaper’s body is dominated by the footprint of its reactor, an armored, hexagonal bulge that has vents and heat syncs. Reinforced piping comes out of the reactor to form an “x” shape on the hull, curving into the body before they reach the boundaries of the body. Small sensor nodes are present of the sides of the body, and on the thighs of the legs. The legs are plated and bulky, with hydraulic mechanisms on their undersides and boxy feet. When Reaper is in Totem Mode, the sides of its legs drop down onto the ground to stabilize the robot.
Weapons: Reaper has 1 heavy, 2 medium, and 1 light hard points, with the heavy one being on the top right of the body, the 2 medium ones on the left side of the body, and the light one being on the right side of the body. The heavy hard point is on a traditional mount, but the medium ones and light one are mounts on conveyor mechanisms, which are used in Totem Mode.
Stats: At base level (mark 1 level 1), Reaper has 90k durability and moves at 45 kph. It can swivel its body and legs at a middling rate, akin to Lancelot and Cerberus. Its damage resistance is 54 defense points (35% damage reduction), and its trickle heal repairs 300 hit points per tick, with 3 ticks per second.
Ability (Seeker Mode/Totem Mode): In its default mode, Seeker Mode, Reaper can move at full speed and is protected by resistance, but its heavy weapon is not usable. Reaper’s weapons are in their normal positions in this mode. In Totem mode, Reaper looses its resistance and has its movement speed reduced by 75%, but it can use its heavy weapon and activates a special healing mechanism. Reaper and all allies within a 70 meter radius are constantly healed at a very low rate, but when enemies within the radius try to heal, the health restoration is stolen from them and is distributed between Reaper and affected allies. Additionally, Reaper’s medium and light weapons are hoisted to the top of its hull by the conveyors, allowing it to fire over robots or low cover in front of it. It takes 3 seconds to switch between modes.
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I really like the idea of Reaper as a healer because it is a unique kind of “sentry healer”. Rather than rushing into combat and pushing the front lines like Mender or Demeter, Reaper shines at area control, similar to Weyland, but of course in a completely different way. Reaper is tall and has a ton of firepower, making it an excellent weapons platform, and its ability will devastate ultra-close range robots like Revenant and Fenrir that rely on healing to be effective. However, Reaper only has modest resistance and speed in Seeker Mode, and lacks both of those in Totem mode, so it can easily be destroyed if not played carefully. Users need to know when to advance to strategic positions without being caught, and have an idea of what places on each map are best to set up camp, such as beacons or choke points, where enemies will be forced to enter the radius of Reaper’s ability. Reaper is a team-play robot, being the centerpiece of a defensive formation or an offensive strike team.
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Post by Cdr. Crimmins on Nov 29, 2022 23:13:47 GMT -5
This reads like you are recreating a war robots version of Eve Online. Is it a better idea than War Robots is currently? Do you think it could be more fun to play than what we have now? I couldn't honestly say. I know that for me, Eve Online is fascinating to hear about but I have absolutely no inclination to play it. Maybe if I had vast amounts of free time and few RL commitments, which is not the case.
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Post by davortrogon on Dec 1, 2022 14:28:29 GMT -5
Having balance is a great point, and there is a huge lack of it in the current game. How would you balance the game? How would you balance mine, which is more about teaming and long term survival than always hunting? If anyone's balance works or not, no matter how many problems, it should be considered. For instance, follow the rule of power over magic. If something has an effect, it does less damage then the thing without the effect. If something has great strength, then it should have a weakness that can be exploited by something most people have. And to have most people have something, at least in my game, I stated that it would be significantly easier to get everything, as the game isn't about trying to become the most powerful, but what you do with the power you have. At this point in the game I dont think true "balance" is possible. there are so many modules, drones. chips and motherships involved in the whole "over powered" process that even if you made all bots the same amount of hit points it wouldnt matter with all the stuff I mentioned. I think if more weapons were closer in damage output and reload times that would help but again, only marginally. Sadly, in 2022 I just dont think balance is possible unlike the Walking War Robots days where it was just level 12 weps and bots and balance was much easier to do. What if there were less levels to upgrade a robot to and what if everything had a similar damage per minute? It wouldn't be as much about raw power as much as it would be about the difference of the weapon or robot itself. What if we just removed the drones? What if we made motherships only have 3 shots, with a 2 minute timer? What if instead of giving sheildbreaking pilots to every new idea, there was actual built in weaknesses? When was the last time an ability did something bad? When it was better to not use? More robots with weaknesses will be more fun, so if I had the choice I would give stuff weaknesses. What would you do?
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Post by davortrogon on Dec 1, 2022 14:32:42 GMT -5
Is it a better idea than War Robots is currently? Do you think it could be more fun to play than what we have now? I couldn't honestly say. I know that for me, Eve Online is fascinating to hear about but I have absolutely no inclination to play it. Maybe if I had vast amounts of free time and few RL commitments, which is not the case. At the end of the day, the base game is still a game mode in this one. My idea is merely an addition, which happens to be 10 time bigger than the base game. Any person who has enough time to play for a few hours (I know this isn't everyone) has enough time to invest in this game.
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Post by davortrogon on Dec 1, 2022 15:33:54 GMT -5
Well, davortrogon , do I have the treat for you! These are my three creations from a separate thread, that I am sure you will enjoy reading! I call my Pixonic-style trifecta the Transistors: 3 robots with industrial designs whose gimmicks are switching between distinct states of being. Rather than having powerful, limited-time abilities that dictate their play style, they instead have mode-based abilities that are fully controllable by the user, allowing for varied approaches to playing them as well as customization. Ranger is the most versatile, being a tank that can be a frontline brawler or wingman, or a hearty ranged fighter or beacon capper. Enforcer is a damage dealer, most obviously suited for medium to long range, but it could be a good close-range duelist or wingman as well. Reaper is the most specialized, being a sentry-style healer, but its firepower and tall design give it some its own nuances. While appearing complex at first glance, these 3 robots are pretty straightforward in their designs, so any curious player should be able to pick it up with relative ease, but they have high skill ceilings due to their obvious weaknesses, meaning fans of the each robot will be rewarded for their dedication by being the most effective. Ranger Description: Ranger is a medium-sized robot, being a bit taller than Hover but not being as wide. It is geometric in shape and has a compact design, similar to the classic designs of Boa and Gepard. Ranger’s hull is black, with orange plates beefing it up, and hints of white paint. Rather than walking with legs, it hovers off the ground, akin to Demeter, with the hover mechanisms being trapezoidal in shape, with the larger side facing downward, and being similarly plated to the body. Small sensor nodes dot the main body and hover mechanism, and two antennas stick upward from the rear top of the hull. The front of the body is densely reinforced and plated, the sides have lesser plating and some paint decals, and the rear having the footprint of the reactor, being armored but having vents and heat syncs. Some exposed piping travels from the reactor area to the top of the body, where a large shield generator sunk into, but still sticking out of, the hull crowns the body. Ranger is meant to have an appearance that is industrial, yet experimental and somewhat futuristic.
Weapons: Ranger has 3 medium hard points, 1 on each side of its body, and 1 atop its shield generator.
Stats: At base level (mark 1 level 1), Ranger has 120k durability and moves at 45kph. Its body and legs can swivel at a high rate, akin to Orochi and Stalker. Its hover mechanism allows it to perform unconventional maneuvers, akin to Demeter.
Ability (called Segmented Protection): Ranger has an absorber shield that is active at all times. However, the shield does not provide full protection, only being 105° wide instead of the usual 360°, meaning it covers a little less than 1/3 of the area around Ranger. Tapping and holding the ability button will rotate the shield to face a different side of Ranger, and quickly double-tapping the button will reverse the direction of rotation. When not being rotated, the shield always faces the same direction, not moving when Ranger swivels its hull, unlike physical shields. Like a typical absorber shield, this shield can be bypassed with Shieldbreaker, and it extends 30 meters beyond Ranger, meaning enemy robots within that radius can disregard the shield entirely.
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I see Ranger as my take on modernizing the “mobile tank” concept seen in the classic Boa. Ranger has great survivability thanks to its shield and high health, decent mobility thanks to its maneuverability and travel speed, and firepower that, while not weak, is not very remarkable. The Segmented Protection ability gives Ranger its own mechanic and thus play style, as while it is most similar to Bulwark with its shield management, it is still unique. Ranger does best in situations where enemy fire is coming from one direction, such as areas with dense cover that protect Ranger’s flanks, or an isolated duel, where the enemy robot is the only threat. Users have to be aware of their surroundings since Ranger’s health will rapidly deplete if it is attacked from an unprotected side, which is most of the robot, but its health means Ranger is still rather hearty. Ranger is weak to attacks from multiple sides, teleporters, and Shieldbreaker, but with good positioning, it can be a beast. Enforcer Description: Enforcer is a large, four-legged robot, being around the same size as Solid Jaeger. It shares its design philosophy with Ranger, that being an industrial, but somewhat experimental and futuristic appearance. Enforcer’s hull is gunmetal grey, with yellow plates to beef it up, and some hints of white paint. The main body is trapezoidal in shape, with the larger side being the top of it. The legs have large, geometric armor plating covering them, with their lower sections featuring segmented armor that has white and black caution stripes. When Enforcer enters Lance Mode, these segmented armor plates reveal themselves to actually be stabilization mechanisms, separating from their leg and driving into the ground like stakes. The central spine of the body features some antennas and a shield generator that bears design similarities to Ranger’s. Enforcer’s hull’s front is plated and reinforced, its sides have lesser plating and one paint decals, and its rear has the footprint of its reactor, with vents and heat syncs. Sensor nodes are at the corners of the body, as well as the tops of the knee joints. The undersides of the legs have large hydraulic mechanisms, and some piping extends from the reactor area to the body’s underside.
Weapons: Enforcer has 2 heavy and 2 medium hard points, with the heavy ones being on platforms extending out from the top of the body, and the each medium one being on a simple mount on either side of the body.
Stats: At base level (mark 1 level 1), Enforcer has 80k durability and travels at 40kph. It has the acceleration and maneuverability of four-legged robots, but only swivels its body at a low rate, akin to Revenant and Warrior Typhon. Its Aegis shield has 35k durability and a medium recharge rate, and its Reflector shield blocks 50% of received damage.
Ability (Skirmish Mode/Lance Mode): In its default mode, Skirmish Mode, Ranger can move at full speed and is protected by its aegis shield. In Lance Mode, Enforcer looses its Aegis shield, ability to move, and ability to use its active module, but in exchange, it is protected by a Reflector shield and its equipped weapons gain 75% defense mitigation. It takes 2 seconds to switch between modes, and the aegis shield passively recharges in both modes.
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Enforcer is my personal take on the damage dealer robot archetype. Enforcer has only modest defenses and mobility, but its damage output is staggering, as it has a lot of firepower, and its modes allow it to effectively engage different targets. Skirmish mode is good against small, fast, ability-based robots, as Enforcer can move to evade or catch them, survive brief encounters with its Aegis shield, and use its active module to counter abilities. Meanwhile, Lance Mode lets Enforcer pound away at tanks and titans with its defense mitigation, as well as have more survivability duels. However, each mode has its drawbacks, as the Aegis shield in Skirmish Mode is rather weak, and in Lance Mode, Enforcer is still not exceptionally durable, being devastated by Reflector-bypassing rust or corrosion, as well as enemies brute-forcing the Reflector, which would not be difficult on a stationary target. The user needs to see opportunities when they arise, such as when a target is distracted or has a range disadvantage, and know when to pull back before it is too late. Enforcer rewards awareness: it is a monster damage dealer at any range if left unchecked, but goes down quickly if it loses control of the situation. Reaper Description: Reaper is a moderately large robot, being tall and of average width, but is not as long as other robots. Its hull is olive green, with purple plates beefing it up, and some hints of white paint. It is somewhat skeletal in appearance, having similarities to a bare-bones Shell. The body has the shape of a hexagonal prism (with the faces being up and down), with the plates wrapping around the body, as if encasing it. The front of Reaper’s body is plated and reinforced, and has a small bulge from the reactor, but not as large as the back, and has a large sensor package in its center. The back of Reaper’s body is dominated by the footprint of its reactor, an armored, hexagonal bulge that has vents and heat syncs. Reinforced piping comes out of the reactor to form an “x” shape on the hull, curving into the body before they reach the boundaries of the body. Small sensor nodes are present of the sides of the body, and on the thighs of the legs. The legs are plated and bulky, with hydraulic mechanisms on their undersides and boxy feet. When Reaper is in Totem Mode, the sides of its legs drop down onto the ground to stabilize the robot.
Weapons: Reaper has 1 heavy, 2 medium, and 1 light hard points, with the heavy one being on the top right of the body, the 2 medium ones on the left side of the body, and the light one being on the right side of the body. The heavy hard point is on a traditional mount, but the medium ones and light one are mounts on conveyor mechanisms, which are used in Totem Mode.
Stats: At base level (mark 1 level 1), Reaper has 90k durability and moves at 45 kph. It can swivel its body and legs at a middling rate, akin to Lancelot and Cerberus. Its damage resistance is 54 defense points (35% damage reduction), and its trickle heal repairs 300 hit points per tick, with 3 ticks per second.
Ability (Seeker Mode/Totem Mode): In its default mode, Seeker Mode, Reaper can move at full speed and is protected by resistance, but its heavy weapon is not usable. Reaper’s weapons are in their normal positions in this mode. In Totem mode, Reaper looses its resistance and has its movement speed reduced by 75%, but it can use its heavy weapon and activates a special healing mechanism. Reaper and all allies within a 70 meter radius are constantly healed at a very low rate, but when enemies within the radius try to heal, the health restoration is stolen from them and is distributed between Reaper and affected allies. Additionally, Reaper’s medium and light weapons are hoisted to the top of its hull by the conveyors, allowing it to fire over robots or low cover in front of it. It takes 3 seconds to switch between modes.
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I really like the idea of Reaper as a healer because it is a unique kind of “sentry healer”. Rather than rushing into combat and pushing the front lines like Mender or Demeter, Reaper shines at area control, similar to Weyland, but of course in a completely different way. Reaper is tall and has a ton of firepower, making it an excellent weapons platform, and its ability will devastate ultra-close range robots like Revenant and Fenrir that rely on healing to be effective. However, Reaper only has modest resistance and speed in Seeker Mode, and lacks both of those in Totem mode, so it can easily be destroyed if not played carefully. Users need to know when to advance to strategic positions without being caught, and have an idea of what places on each map are best to set up camp, such as beacons or choke points, where enemies will be forced to enter the radius of Reaper’s ability. Reaper is a team-play robot, being the centerpiece of a defensive formation or an offensive strike team. I remember reading about these! All 3 of them are good ideas, with their own unique playstyles and uses. You need to be smart to any of them, and they reward intelligence with victory. In the normal game, I would have said these could have been too powerful, especially with the permanent absorber shield and Reflector that 2 of them had. I think for the actual game, Reaper would be the most likely to come into existence, but it wouldn't do well for the masses who don't know how to use it. For those who do it would be very tactical and extremely good at holding positions, but it may struggle against titans, so its a team robot. Do you think that this trio, used properly, could beat a Mace Khepri, Puncher Seraph, and Jaw Angler? How do you see combat actually going? Where would you set it? V Worry about this later V Once I write it down, I will ask how these would do against a trio I have: Bahamut (That hover idea I had), Tatsu(Japanese)( A lighter version that's faster and is quite a bit different, and Ryujin(This is a bit unfair it's a Hover-style Japanese titan). Before I write it down I just want to say that your ideas are great and all of them together would be especially hard to take down, but all 3 of mine could probably 3v1 the Seraph Khepri and Angler and still have 1/2 health. They are also scenario built and take skill; they can all also die to them easily (maybe not the Titan). Bahamut could only kill them if it had been alive for a long time, Tatsu can dance around them and do a lot of damage fast, but if it gets locked it will die fast. Ryujin could take on a Luchador head on. (2 alpha 2 Beta). I also designed some weapons for mine which I will explain later but wont use for the comparison.
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Post by 079 on Dec 1, 2022 16:29:53 GMT -5
Do you think that this trio, used properly, could beat a Mace Khepri, Puncher Seraph, and Jaw Angler? How do you see combat actually going? Where would you set it? Putting Ranger, Enforcer, and Reaper against Khepri, Seraph, and Angler 1v1, I do not think my creations generally stand much of chance against Pixonic’s worst horrors, which I am fine with, as anything that could beat those would have to be just as broken and unlikable. Reaper would loose to all three opponents, easily. Reaper is meant to be a team bot, and is pitifully slow in Totem Mode, so Khepri, Seraph, and Angler would run circles around it at just beyond 70 meters with impunity due to their far superior defenses. Enforcer could maybe beat Khepri 1v1 if everything goes right, but will loose to Seraph, and will easily loose to Angler. It’s Reflector shield is powerful, but comes at the cost of not being able to move or use its Active Module, meaning it is not a super strong defense overall. Additionally, it is a fragile robot, with similar durability and speed to Hawk. With good ability management and somehow landing every shot on its nimble foe, it could maybe beat Khepri, but Seraph and definitely Angler are too powerful 1v1. Ranger has the best shot out of the bunch against the selected opponents, which is not surprising given it is meant to be the best brawler. I think it would beat Khepri and stand a fair chance against Seraph (I see it going either way), but would loose to Angler. Ranger’s Absorber shield and maneuverability would make it a pain for Khepri as well as Seraph, but Seraph’s flying means it can take advantage of Ranger’s absorber only covering (slightly less than) 1/3 of the robot and score some hits, or land inside the shield to pound away with no regard for the shield. Angler’s invincibility and speed will definitely beat Ranger though.
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Post by davortrogon on Dec 2, 2022 11:28:16 GMT -5
Do you think that this trio, used properly, could beat a Mace Khepri, Puncher Seraph, and Jaw Angler? How do you see combat actually going? Where would you set it? Putting Ranger, Enforcer, and Reaper against Khepri, Seraph, and Angler 1v1, I do not think my creations generally stand much of chance against Pixonic’s worst horrors, which I am fine with, as anything that could beat those would have to be just as broken and unlikable. Reaper would loose to all three opponents, easily. Reaper is meant to be a team bot, and is pitifully slow in Totem Mode, so Khepri, Seraph, and Angler would run circles around it at just beyond 70 meters with impunity due to their far superior defenses. Enforcer could maybe beat Khepri 1v1 if everything goes right, but will loose to Seraph, and will easily loose to Angler. It’s Reflector shield is powerful, but comes at the cost of not being able to move or use its Active Module, meaning it is not a super strong defense overall. Additionally, it is a fragile robot, with similar durability and speed to Hawk. With good ability management and somehow landing every shot on its nimble foe, it could maybe beat Khepri, but Seraph and definitely Angler are too powerful 1v1. Ranger has the best shot out of the bunch against the selected opponents, which is not surprising given it is meant to be the best brawler. I think it would beat Khepri and stand a fair chance against Seraph (I see it going either way), but would loose to Angler. Ranger’s Absorber shield and maneuverability would make it a pain for Khepri as well as Seraph, but Seraph’s flying means it can take advantage of Ranger’s absorber only covering (slightly less than) 1/3 of the robot and score some hits, or land inside the shield to pound away with no regard for the shield. Angler’s invincibility and speed will definitely beat Ranger though. What about a 3v3? Could your robots work together to beat these 3?
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Post by 079 on Dec 2, 2022 12:46:31 GMT -5
Putting Ranger, Enforcer, and Reaper against Khepri, Seraph, and Angler 1v1, I do not think my creations generally stand much of chance against Pixonic’s worst horrors, which I am fine with, as anything that could beat those would have to be just as broken and unlikable. Reaper would loose to all three opponents, easily. Reaper is meant to be a team bot, and is pitifully slow in Totem Mode, so Khepri, Seraph, and Angler would run circles around it at just beyond 70 meters with impunity due to their far superior defenses. Enforcer could maybe beat Khepri 1v1 if everything goes right, but will loose to Seraph, and will easily loose to Angler. Its Reflector shield is powerful, but comes at the cost of not being able to move or use its Active Module, meaning it is not a super strong defense overall. Additionally, it is a fragile robot, with similar durability and speed to Hawk. With good ability management and somehow landing every shot on its nimble foe, it could maybe beat Khepri, but Seraph and definitely Angler are too powerful 1v1. Ranger has the best shot out of the bunch against the selected opponents, which is not surprising given it is meant to be the best brawler. I think it would beat Khepri and stand a fair chance against Seraph (I see it going either way), but would loose to Angler. Ranger’s Absorber shield and maneuverability would make it a pain for Khepri as well as Seraph, but Seraph’s flying means it can take advantage of Ranger’s absorber only covering (slightly less than) 1/3 of the robot and score some hits, or land inside the shield to pound away with no regard for the shield. Angler’s invincibility and speed will definitely beat Ranger though. What about a 3v3? Could your robots work together to beat these 3? That is kinda hard to say, as the terrain of the area and module choices of the bots play a large role in how this would turn out. In general, I would say Seraph, Khepri, and Angler would win, mainly due to how strong Angler is and how it effortlessly counters the team-play Reaper encourages. I bet my creations could destroy 1 or even 2 of the bots, but I do not see them destroying all 3. Khepri would definitely die and the Angler would probably eventually die, but then the Seraph would be able to mop up what’s left. I only see my creations winning if the opponents make obvious errors that benefit them, such as spamming Advanced Repair Unit within Reaper’s ability’s range, or coming one at a time to allow for easy pick-offs.
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Post by davortrogon on Dec 2, 2022 13:59:51 GMT -5
I'm going to try to write all 3 Ideas as simple as possible.
(I guess always assume 3 module slots)
Bahamut (MK3)
170,000 hp 40 km/h on ground 80 km/h in air at 0% 160 km/h in air at 100% 2 medium 1 light 20 second cool down
Weapons oriented like Hover
Ability: Buildup Bahumet takes 2 seconds to take off (like harpy), but to about the altitude a Cossack jumps. Once this is reached flight and transformation is complete and it can begin to fly.
It flies like the Hover, but with 2 big changes.
For 1, it has thrust where the legs point (due to shape the legs are still facing forward but still push it in different directions.) This allows it to change direction in air fast; although since it's not locked to an altitude it takes longer to do than most stuff today.
The 2nd change is the up and down mechanic. It has infinite fuel, but when you stop holding the button to go up, there is a blast of fuel that stops your upward momentum and can push you down. This is here so that if you spam the ability you can dive really fast.
While in the air it gets a built in missile gun and a shield which both have a special property - they change based on damage. The weapon fires rockets like a pinata at 500 meter range, doing 1,000 damage per rocket, +.1% of opponent total hp. It has a firing rate of 10 rockets per second. It is meant to counter players with more hp, but will do less to players with less hp.
It doesn't bypass resistance, but takes it into consideration as hp. It takes 3 seconds to lock onto a target's hp; you have to look at them and it will not affect how the weapon fires (you can fire it as another weapon so it's not automatic like Fafnir). If you lock onto a target with 1mil hp, then each rocket will do 1k +.1%, so 1,100 damage. If you switch to a weaker target, like a Cossack with 40 k hp, then it will do 1,100 damage until 3 seconds have passed.
The shield is a type of reflector, but instead of reflecting it heals. It blocks 30% plus the amount of damage it would have taken up to 69%, and heals back half of the damage taken over 5 seconds, and takes no grey damage when the shield is up. If it has 100,000 hp and takes 10,000 damage, then it blocks 40% and heals back 1/2. 6,000/2 is 3,000, so it takes 6,000 damage and heals 3,000 in the next 5 seconds. The reason 69% is so important is because this means the max it can block is 99%, so if you have the firepower to kill it once every second, then it can survive. The shield activates .6 seconds after taking damage and only stays up for 3 seconds after damage is taken, so it has a sniper weakness.
The last part of this robot is why it's so unfair. The amplifier system. It has a built in amplifier that stacks with a Nuclear amplifier, and goes up to 100% damage; each tick is 1% and takes 50,000 damage to get. You need to do 5 million damage to get 100% power. It also boosts speed and by the same percent. It gains a healing factor that heals at 1% per second, and goes up to .5. The built-in rocket also increases damage and percent, +10 damage and .001% damage per tick, up to 2,000 damage and 2% per rocket. Upon reaching 100%, it gets another healing factor that heals the grey bar at 1% per second. Additional damage done gives it a defense point up for every 50,000 damage, up to 50. Once this is finally met all new damage heals .5% of the grey bar and 1% normal hp, like the magnet weapons do.
On top of all this, when Bahamut lands, it expels all its charged power, doing 1,000 damage for every percent it had in the air in a 50 m radius. It is stuck in place for 5 seconds, and then its cool down can begin.
If Bahumet is hit with EMP, all built up damage from ability is lost.
Pilots Killstreak, Kinetic, and Potential
Killstreak reduces Bahamut's need for damage from 5,000,000 to 200,000, but if no damage is done in 12 seconds, then damage decreases back to 0.
Kinetic Kinetic increases collection speed by 2x, but lowers total power increase to 75%. Upon reaching max output, it gets a 10% increase in damage, and 5% healing per second, with 1% healing per second for the grey bar. For all damage done at this point, 10% of it heals robot hp and 5% heals the grey bar.
Potential
Potential gives Bahamut the 100% bonuses immediately: 1% hp per second and .5% grey healing/ second. There is no more limit of power collection, but accumulation is 1/2. 10 million damage to equal 100% output, but no limit. Every 1% increase, it gets 10% hp back. Built in weapon percent damage also increases.
Tatsu 150,000 hp 2 medium 65 km/h 100 km/h in air 10 second cool down Both medium weapons are on the sides in Outlast mode Both medium weapons are centered in Outrun mode It is a very short and small robot; smaller than a Rogatka.
Tatsu is the speed oriented version of the Bahamut, trading power for speed, health and protection.
Ability: Outrun/Outlast Ability is a switching ability where Outlast is the default. In Outlast mode, Tatsu is on the ground. It has an aegis shield with 65,000 hp, that recharges 10,000 every 2.5 seconds. It has a Seraph type shield that blocks 70 - 40% and has 30,000 hp, recharging every 10 seconds. In this mode, all damage accumulation done while in Outrun mode will fuel the aegis shield and the Seraph shield durability, trying to keep them full as long as possible.
In Outrun mode, Tatsu flies in the same way Bahumet does, but its thrusters change its direction faster; it's like a Khepri in the air. It's faster up and down than the Bahamut. If it lands, it is still in flight mode and can just fly whenever it wants to. All damage accumulated during Outlast mode will become temporary hp boosts, activating to 1/2 incoming damage as much as possible until accumulation is gone. In this mode it has neither the Aegis nor the Seraph shield. It activates built in missile weapons that act like Hydras; essentially 2 more built in weapons with 600 m range. The weapons have a special corrosion effect that lasts 10 seconds and does more damage to higher hp opponents. Corrosion is stacked at 10, and rockets do 1,000 each.
The Systems When you do damage to something you get 50% damage dealt as accumulation. This will go to the shields and healing, but only available in the other form. If you have 1,000,000 accumulation available (2,000,000 damage done), then your shields and health will have a lot of healing power. The accumulation is only able to help the Aegis and Seraph shield every 5 seconds, so they can go down. The hp in Outrun will always immediately heal back 1/2, but does not bypass the grey bar. Unfortunately, if you have 1,000,000 points available for Outlast mode, but 0 available for Outrun, then in Outrun you will have no accumulation, so you need to constantly switch modes for effectiveness.
Ryujin 600,000 hp 50 titan defense points 40 km/h 70 km/h air speed (Thrusters) 2 Alpha 2 Beta 2 Attack 2 Universal Weapons situated 2 Alpha on top 2 Beta on sides
Ryujin is an evolution of the hover. It is meant to play all roles; with its airspeed it is a really great rusher.
Abilities Glide (20 sec cool down), Momentum/Off Stance (12 sec cool down and 2 second switch time), and Soar (20 second cool down).
Glide Glide works like Bahamut flight, but takeoff is an instant jump like Hover. Infinite fuel, If you tap it a bunch it can dive, directional thrusters. It has the Bahamut shield in the sky, but it blocks 30% + only 1/2 of whatever damage it would have taken, and only up to a total of 70% damage (Only 40% blocked instead of 69%).
It has a built in weapon in this mode with 500 m range; 2,000 a rocket like Bahamut but no percent damage. 30 meter explosion radius on rockets. There is no accumulation in Ryujin, and no landing explosion.
Momentum/Off Stance Momentum is the default mode, where Glide is the 2nd ability. You can switch modes in the air.
Momentum changes the robot's running speed. Instead of accelerating fast to 40 km/h, it runs slowly, and over the course of 10 seconds it reaches 40 km/h. The faster it moves the more defense points it has, from 0 km/h and 0 points to 40 km/h and 20 points. This works in air, but makes flying hard as it takes a long time to switch directions, and when you are slow you have less points. When on the ground, the built in weapon becomes a defense shield, giving 30 defense points.
When you switch to Off Stance, running is normal and at 60 km/h, and you use thrusters on the ground to move like a Khepri (keep in mind it's a big titan so the hitbox is big as well). It puts away the 2 alpha Weapons in Off Stance mode. The built-in weapon in Off Stance mode becomes a Sniper; 1,100 m range Trebuchet - style cannon, dealing 40,000 damage with a 10 second reload, and 50 m energy explosion radius.
Soar The Robot takes to the skies again, but flies at an altitude at 70 km/h. Soar lasts for 10 seconds before it falls out of the sky. This ability has 4 charges. Each charge launches the robot from 150 m where its legs point.
The Built in Weapon is still a Sniper in Soar mode.
What do you think?
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Post by davortrogon on Dec 2, 2022 14:19:47 GMT -5
Lets say that all robot modules are 1 of each amp, no pilots, no drones, no mothership, and all Titan modules are Assault reactors for attack and universal and damage controllers for defense, unless otherwise stated.
All of my robots in this comparison will use the Atomizer series. Titan will use Vengeance/ Retaliator. As far as 3v1 goes, Tatsu would most likely die. It is meant to run and survive, but not for direct confrontation. With only 2 medium weapons, it wouldn't be able to do much damage to any of them.
Bahamut would destroy all 3. Even in the startup of its ability, its shield would stop the Seraph, The Angler couldn't get in range, and the Khepri wouldn't be effective. If the match continued for a while, eventually the Bahamut would hunt and kill the Seraph, then the Khepri, and it would finally kill the Angler.
Ryujin is too fast for Khepri to keep up, and it can hunt down the Seraph when it lands. It can also outrun the Angler, all with Soar. In glide, the rockets would melt them as well, and on the ground in momentum, it has enough defense points to tank through them all at once. It would have to avoid the blinding from the Angler, and then it would be fine.
Against other titans, however, is where Ryujin shines. If there was a fight in Springfield against a Kraken Indra, then The Off Stance and Soar wouldn't do much against Indra and its Phase shift. The confrontation would always be in Ryujin's favor, as it could run faster than Indra can. If they confronted each other in the river area valley, then Ryujin would use glide, and Indra would use its net. Ryujin would fly backwards, and the shotguns wouldn't slow it down too much as it's barely in range. The rockets would be constant damage, and if Indra tried to get in range then Ryujin could always use Soar to escape.
In a smaller map, Ryujin would have to get close. It would stay in either momentum or glide, and try to escape if things get tough. If it is caught on the ground in Off stance, then the sniper rifle would save it until it went into momentum.
It's not the strongest titan by far, but it can hold its own and support a lot of playstyles, so there are a lot of different playstyles.
It would be a great shot gunner, since it can cover 600 meters in an instant.
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Post by GuitarGuy on Dec 3, 2022 13:18:16 GMT -5
At this point in the game I dont think true "balance" is possible. there are so many modules, drones. chips and motherships involved in the whole "over powered" process that even if you made all bots the same amount of hit points it wouldnt matter with all the stuff I mentioned. I think if more weapons were closer in damage output and reload times that would help but again, only marginally. Sadly, in 2022 I just dont think balance is possible unlike the Walking War Robots days where it was just level 12 weps and bots and balance was much easier to do. What if there were less levels to upgrade a robot to and what if everything had a similar damage per minute? It wouldn't be as much about raw power as much as it would be about the difference of the weapon or robot itself. What if we just removed the drones? What if we made motherships only have 3 shots, with a 2 minute timer? What if instead of giving sheildbreaking pilots to every new idea, there was actual built in weaknesses? When was the last time an ability did something bad? When it was better to not use? More robots with weaknesses will be more fun, so if I had the choice I would give stuff weaknesses. What would you do? Well, Pix isn't interested in selling "weakness" and I doubt players would buy it given what we have seen come out on the past years. As far as drones and motherships, the community cried out NO! both times and the devs said " we know you dont want dromes but they are coming anyway" which tells me they absolutely do NOT care what we think. Same with Motherships, they said " it wont be an overpowering gamechanger" when it came out.. say that with a straight face now..
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metallicdue
Destrier
Wait, that's illegal?
Posts: 55
Karma: 110
Pilot name: Lightyierbulb
Platform: iOS
League: Private
Server Region: North America
Favorite robot: Nightingale
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Post by metallicdue on Dec 3, 2022 18:01:18 GMT -5
Dredge
90000 HP 1.8
40 km speed 1.8
3 medium slots
Ability: Reel Range: 500 Reel will attach a stasis beam to the targeted bot, then pull or launch the enemy, depending on the direction the pilot is moving. During this time, Dredge's weapons are disabled.
Dredge functions as a versatile knife-fighter and mid-ranger. It's ability can help you make useful picks on vulnerable support bots, without the flaw of exposing yourself to their teammates. It can also be used inversely, getting a pesky scorpion or skyros (yes the ball physics will behave as expected) out of your face and into your optimal range. also functions as a: -bodyguard -microwave oven -sniper -general annoyance -fork
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dav
GI. Patton
OF COURSE THE ULTIMATE WAR ROBOT USES MAGIC!
Posts: 147
Karma: 331
Pilot name: dav999
Platform: Steam
League: Master
Server Region: Europe
Favorite robot: Deadlock
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Post by dav on Dec 4, 2022 5:20:20 GMT -5
When was the last time an ability did something bad? When it was better to not use? That would be the Falcon.
It's the one robot whose ability will get you killed. I ran one on my old account and I was reluctant to use the ability, because I inevitably died soon after. LOL.
When you use the ability you lose DR for the duration. It seems this is the moment everybody is waiting for to kill you.
The suicide ability
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Post by davortrogon on Dec 6, 2022 14:13:25 GMT -5
What if there were less levels to upgrade a robot to and what if everything had a similar damage per minute? It wouldn't be as much about raw power as much as it would be about the difference of the weapon or robot itself. What if we just removed the drones? What if we made motherships only have 3 shots, with a 2 minute timer? What if instead of giving sheildbreaking pilots to every new idea, there was actual built in weaknesses? When was the last time an ability did something bad? When it was better to not use? More robots with weaknesses will be more fun, so if I had the choice I would give stuff weaknesses. What would you do? Well, Pix isn't interested in selling "weakness" and I doubt players would buy it given what we have seen come out on the past years. As far as drones and motherships, the community cried out NO! both times and the devs said " we know you dont want dromes but they are coming anyway" which tells me they absolutely do NOT care what we think. Same with Motherships, they said " it wont be an overpowering gamechanger" when it came out.. say that with a straight face now.. It's not about what is or could happen. This place is about ideas, whether they come out or not. The developers may ruin their game, but here, we can dream up our own. Pretend we are the developers, and we can do whatever we want. Pretend we are Pixonic. What would you do with that power?
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Post by davortrogon on Dec 6, 2022 14:24:46 GMT -5
When was the last time an ability did something bad? When it was better to not use? That would be the Falcon.
It's the one robot whose ability will get you killed. I ran one on my old account and I was reluctant to use the ability, because I inevitably died soon after. LOL.
When you use the ability you lose DR for the duration. It seems this is the moment everybody is waiting for to kill you.
The suicide ability
The Ares ability in today's meta suffers a lot from all the "fast and agile" robots. The Ravana, Orochi, Fafnir, Harpy, Siren, Motherships, Angler, Skyros, Ao Jun (more often then not) Fenrir, Khepri, Shield breaker, buildings, Scorpion, Titans, Seraph, soon to be Nether; even old dash bots if used right. This is a lot of what is run, so running an Ares can kill you, unless you are really smart with your ability. The Hover is just dead in the air; If focused it's dead, even with health. Falcon is obvious as you stated Technically the Butch Jesse and Doc; although there almost irrelevant anyway switching to one set can expose gameplay weaknesses; if you switch to a sniper setup then get close ranged then it will hurt. Rajin when it has its shield up and get teamed on. Although the shield helps it is stuck and the only way to move again is to take 2 seconds to switch with no shield or movement. Probably a lot more
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Post by davortrogon on Dec 6, 2022 14:45:45 GMT -5
Dredge 90000 HP 1.8 40 km speed 1.8 3 medium slots Ability: Reel Range: 500 Reel will attach a stasis beam to the targeted bot, then pull or launch the enemy, depending on the direction the pilot is moving. During this time, Dredge's weapons are disabled. Dredge functions as a versatile knife-fighter and mid-ranger. It's ability can help you make useful picks on vulnerable support bots, without the flaw of exposing yourself to their teammates. It can also be used inversely, getting a pesky scorpion or skyros (yes the ball physics will behave as expected) out of your face and into your optimal range. also functions as a: -bodyguard -microwave oven -sniper -general annoyance -fork This is a cool robot! How could it beat a Khepri Mace setup in a 1v1?
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Post by GuitarGuy on Dec 6, 2022 15:24:34 GMT -5
Well, Pix isn't interested in selling "weakness" and I doubt players would buy it given what we have seen come out on the past years. As far as drones and motherships, the community cried out NO! both times and the devs said " we know you dont want dromes but they are coming anyway" which tells me they absolutely do NOT care what we think. Same with Motherships, they said " it wont be an overpowering gamechanger" when it came out.. say that with a straight face now.. It's not about what is or could happen. This place is about ideas, whether they come out or not. The developers may ruin their game, but here, we can dream up our own. Pretend we are the developers, and we can do whatever we want. Pretend we are Pixonic. What would you do with that power? I understand what your are saying. But, here's the thing. most of the stupid stuff we have now is because the Devs do not play the game. I play.. A lot.. So game skill is WAY more important to me then god like abilities. If I had the power to do what i wanted as you said. I would bring the game back to 2017. Back when it was mostly balanced, No lag,the economy was decent, No cheaters and a huge player base because Free to play pilots were content and could actually compete. Back then $50 could level up gear that would be good for months and months. If you didnt play back then you would have no idea what you were missing and also had badly broken the game has become. I guess I don't get tired of gear that easily and would rather be able to build up more stuff for diversity then only playing meta bots cause im Champions League.
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