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sprockitz wrote:Should campaigns be blind?
By blind I mean you can't see what your enemy looks like before the mission begins.
Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.
Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.
What do y'all think about campaign missions being blind?
Tammuz wrote:sprockitz wrote:Should campaigns be blind?
By blind I mean you can't see what your enemy looks like before the mission begins.
Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.
Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.
What do y'all think about campaign missions being blind?
i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)
sprockitz wrote:Tammuz wrote:sprockitz wrote:Should campaigns be blind?
By blind I mean you can't see what your enemy looks like before the mission begins.
Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.
Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.
What do y'all think about campaign missions being blind?
i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)
good point, stats should be blind too...no more copycat bots (at least not directly).
QuietStorm wrote:sprockitz wrote:Tammuz wrote:sprockitz wrote:Should campaigns be blind?
By blind I mean you can't see what your enemy looks like before the mission begins.
Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.
Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.
What do y'all think about campaign missions being blind?
i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)
good point, stats should be blind too...no more copycat bots (at least not directly).
I don't know how many times I've tried to "copycat" someone only to A) not gain nearly the same amount of XP they do and B) completely suck. By not showing the Tactic stats, I think that's perfectly blind enough.
But then again, what do I know? I'm not hovering around Levels 9-12.
Word.
Psychout wrote:This sounds like a job for a cassette!
Symbiote Spiderman14 wrote:Psychout wrote:This sounds like a job for a cassette!
if we were still in the 80's
Symbiote Spiderman14 wrote:Psychout wrote:This sounds like a job for a cassette!
if we were still in the 80's
we need sensor builders nowEvolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.
Burn in the thread about expanding character slots wrote:Scouts - These little guys go out and scout out the enemy's defenses. They also may engage in combat with Guards.
Guards - Assigned to guard and defend your base (or sector, however OS is going to set it up) against any and all attacks. Think of it as a defense bonus for your sector. Guards may also spot Scout's and engage them in combat.
Medics - Assigned to help cut down cr chamber time. These guys WILL be prioritised to you DEPENDANT ON YOUR CONTRIBUTION TO THE FACTION'S ECONOMY! The more you support your faction's economy, the better chance you'll have of having your medics pulled from other duty to dedicate to your main bots.
Energon Miners - Like it says, these guys go out and mine energon. Any energon collected is divided up between you and your faction.
Weapons Expert - These guys are dedicated to helping keep the faction armoury stocked up. When deployed they'll spend their time manufacturing weapons.
Armourer - Like a weapons expert however these guys will help cut down install time for armour on the big bots.
Burn wrote:Seems like a good idea to have "support bots"Burn in the thread about expanding character slots wrote:Scouts - These little guys go out and scout out the enemy's defenses. They also may engage in combat with Guards.
Guards - Assigned to guard and defend your base (or sector, however OS is going to set it up) against any and all attacks. Think of it as a defense bonus for your sector. Guards may also spot Scout's and engage them in combat.
Medics - Assigned to help cut down cr chamber time. These guys WILL be prioritised to you DEPENDANT ON YOUR CONTRIBUTION TO THE FACTION'S ECONOMY! The more you support your faction's economy, the better chance you'll have of having your medics pulled from other duty to dedicate to your main bots.
Energon Miners - Like it says, these guys go out and mine energon. Any energon collected is divided up between you and your faction.
Weapons Expert - These guys are dedicated to helping keep the faction armoury stocked up. When deployed they'll spend their time manufacturing weapons.
Armourer - Like a weapons expert however these guys will help cut down install time for armour on the big bots.
Scouts in particular could help uncover information on enemy make up and movements.
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.
Caelus wrote:Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.
Da, setting it up as a territory-upgrade like the shields and turrets would be good.
And we need to add Combat Engineers to Burn's list. They would determine just how fast a faction could build their fortifications and territory-upgrades.
sumowrestler wrote:I know we will be able to buy things for the military but are we going to have a chance to upgrade the economy any? I really like Burn's ideas which I can see helping out with the economy directly. My direction is something like bringing in more "business" in the territories.
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.
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