FACTS - HMW2 Thread
Re: FACTS - HMW2 Thread
Posted by Psychout Wed Dec 10, 2008 6:32 pm
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Re: FACTS - HMW2 Thread
Posted by Redimus Wed Dec 10, 2008 6:51 pm

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Re: FACTS - HMW2 Thread
Posted by Starlock Wed Dec 10, 2008 7:39 pm
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Re: FACTS - HMW2 Thread
Posted by Loki God Of Mischief Thu Dec 11, 2008 2:19 am

It's best to assume every link I post is NSFW, and every post I make is just me taking the piss.
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Re: FACTS - HMW2 Thread
Posted by Burn Thu Dec 11, 2008 2:42 am
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Re: FACTS - HMW2 Thread
Posted by Omega Sentinel Thu Dec 11, 2008 12:08 pm
The staff doesn't even know this yet but the map portion of the game will likely not be in the initial release just because it is going to take more time to get that right and we still need to finish the foundations of the game.
Everything is so modular in this new version that once we do the initial release (which as of today does much, much more than the current game) then we will have "expansions". These can include anything from new character options to new worlds to fight on.
Bottomline is that I'm not putting a date on this. If I don't have it up before June at the latest I will be veeerrrrryyyyyyy disappointed but when thing come up in life dates on projects that you do for fun get thrown to the wind.
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Re: FACTS - HMW2 Thread
Posted by Redimus Thu Dec 11, 2008 12:16 pm
The easiest way for a (realativly) smooth transistion is to make the game innitally as similer to the old one as possible, then add to it.
It'll be hard enough (especilly for us old timers) to get the hang of the new game mechanics, without having to worry about whole new forms of competition as well!

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Re: FACTS - HMW2 Thread
Posted by neliz Thu Dec 11, 2008 2:17 pm
that april fools date was, of course, a joke...
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Re: FACTS - HMW2 Thread
Posted by Loki God Of Mischief Thu Dec 11, 2008 8:02 pm
Omega Sentinel wrote:veeerrrrryyyyyyy

It's best to assume every link I post is NSFW, and every post I make is just me taking the piss.
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Re: FACTS - HMW2 Thread
Posted by Wingspan Thu Dec 11, 2008 9:18 pm
Loki God Of Mischief wrote:Omega Sentinel wrote:veeerrrrryyyyyyy
Now THAT'S how you use an alt-mode.
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Re: FACTS - HMW2 Thread
Posted by Mogwai Prime Thu Dec 11, 2008 9:49 pm
Fearless Echoes wrote:
It'll be hard enough (especilly for us old timers) to get the hang of the new game mechanics, without having to worry about whole new forms of competition as well!
I think you might be surprised at it's ease

Have you had your Seibergasm today?
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Re: FACTS - HMW2 Thread
Posted by Redimus Thu Dec 11, 2008 10:04 pm

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Re: FACTS - HMW2 Thread
Posted by Deephaze Mon Dec 15, 2008 2:44 pm
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Re: FACTS - HMW2 Thread
Posted by Omega Sentinel Mon Dec 15, 2008 2:50 pm
Deephaze wrote:it regards to the effects of intelligence in 2.0 is the target selection going to have more options with increased int? As in with 1 int you could select to target based on characters with the highest value of a particular stat, but if you have 3 int you could say go after characters with the most str first, then go after most repair, third go after most courage
Nope. Higher Int will not "unlock" any special Int options. It may let you unlock the ability to use a new item type in the game though.
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Re: FACTS - HMW2 Thread
Posted by neliz Mon Dec 15, 2008 2:57 pm
Omega Sentinel wrote:Nope. Higher Int will not "unlock" any special Int options. It may let you unlock the ability to use a new item type in the game though.
Hmm.. items as weapons or items as "charms" etc. (matrix pendant, does nothing on the ultra magnus alt. mode)
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Re: FACTS - HMW2 Thread
Posted by Venomous Prime Mon Dec 15, 2008 3:00 pm
neliz wrote:Omega Sentinel wrote:Nope. Higher Int will not "unlock" any special Int options. It may let you unlock the ability to use a new item type in the game though.
Hmm.. items as weapons or items as "charms" etc. (matrix pendant, does nothing on the ultra magnus alt. mode)
The part in parenthesis made me laugh, I'll admit, but the idea of "charms" is actually kind of cool.
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Re: FACTS - HMW2 Thread
Posted by mazingaspidey Mon Dec 15, 2008 3:27 pm
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Re: FACTS - HMW2 Thread
Posted by neliz Mon Dec 15, 2008 6:12 pm
since the overall uselessness of sub-factions, wouldn't it be nicer to actually be able to engage in a squad (of say, six players) where within that squad bot stats get boosted.
It'll be hard to implement, but if you have different positions for the various functions within that squad (medic, air support) one could give a small boost to that bot (+1 repair) if that bot fit into the medic slot.
This would substantially increase the variation in bot configuration and would greatly boost the earnings for a squad of function correct bots. an "avoiding" scout, a medic, a ramming "heavy weapons" etc.
We all need eachother and this will save another 65536 posts about what configuration to pick etc.
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Re: FACTS - HMW2 Thread
Posted by Wingspan Mon Dec 15, 2008 6:14 pm
neliz wrote:I thought about "Squad based gameplay"
since the overall uselessness of sub-factions, wouldn't it be nicer to actually be able to engage in a squad (of say, six players) where within that squad bot stats get boosted.
It'll be hard to implement, but if you have different positions for the various functions within that squad (medic, air support) one could give a small boost to that bot (+1 repair) if that bot fit into the medic slot.
This would substantially increase the variation in bot configuration and would greatly boost the earnings for a squad of function correct bots. an "avoiding" scout, a medic, a ramming "heavy weapons" etc.
We all need eachother and this will save another 65536 posts about what configuration to pick etc.
That's a brilliant idea, despite being difficult. Directly relates to this being meant as a mission game and faction vs faction.
Where is the real neliz and what have you done with him?
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Re: FACTS - HMW2 Thread
Posted by neliz Mon Dec 15, 2008 6:25 pm
Wingspan wrote:Where is the real neliz and what have you done with him?
Oh hi! I... uh... was just upgrading his account!
OS
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Re: FACTS - HMW2 Thread
Posted by Dirtbag Tue Dec 16, 2008 5:28 pm
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Re: FACTS - HMW2 Thread
Posted by Psychout Tue Dec 16, 2008 5:42 pm
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Re: FACTS - HMW2 Thread
Posted by Stryfe Convoy Wed Dec 17, 2008 7:18 am
From reading the previous 19-20 pages of this thread, I saw that it will be possible for you to put more than one bot from your own team in a single mission at a time, right? That's cool, that means that those bots would work better together. A side note on gestalts, you'd have to have the ability to 'scramble'(i.e. Scramble City or whatever the hell the name of the japanese episode that came between Season 2 and the movie was called...). If you can't put all of the members of your own personal gestalt into a single mission, then that ability will be useless. Also, if you can put a gestalt into a mission as a single unit, i.e. Putting Superion in as one of the 6 bots in a mission, what would happen if they seperated? Would that be possible? Would it be possible to have 5 or 6 bots start out as single units, then merge in a mission?
NPCs? So this is being based off of basic D&D type rules and whatnot? Cool!
Having weapons cost energon per shot is sort of like giving each gun ammunition, if you use your gun needlessly and hit nothing, you'll run out of ammo. A nice aspect to keep track of.
Will there be a leader of each faction? NPC or Player? That is the one thing that I think is missing from V1... Yes we are all basically playing for our own teams to be the best we can make then, but what if what your team does actually impact how well your faction operates together?
Will the missions available for your team be based on how much your team has done for the faction it's in?
That's all that's coming to mind at the moment that won't get me booted, so... All in all, I think that the things that OS has said will be in V2 will make it a much better game to play!!!
p.s. Thanks for the updates OS and company!!!
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Re: FACTS - HMW2 Thread
Posted by Chaoslock Wed Dec 17, 2008 10:26 am
Stryfe Convoy wrote:Will there be a leader of each faction? NPC or Player? That is the one thing that I think is missing from V1... Yes we are all basically playing for our own teams to be the best we can make then, but what if what your team does actually impact how well your faction operates together?
Can I roll this idea a bit further: How about the leader being an npc at the start, but if somebody could reach a point, he could challenge the leader, and take leadership (fight would be only for honor, not xp or energon, except if winning) and from that point, he could be challenged, and so on...
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Re: FACTS - HMW2 Thread
Posted by neliz Wed Dec 17, 2008 10:35 am
inactive players would lose the leadership etc.
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