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FACTS - HMW2 Thread

Discuss the Heavy Metal War game, report bugs, challenge opponents, and talk some smack! Play the Heavy Metal War game here.

Re: FACTS - HMW2 Thread

Postby Psychout » Wed Dec 10, 2008 6:32 pm

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Gobot day? Probably.
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Re: FACTS - HMW2 Thread

Postby Redimus » Wed Dec 10, 2008 6:51 pm

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We havnt been given an offcial release day. That would be a suicidally stupid thing to do with the game only 60% complete. We all know that a deadline only cuases the project to be delayed!
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Re: FACTS - HMW2 Thread

Postby Starlock » Wed Dec 10, 2008 7:39 pm

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Release day is the day sometime after its 100% ready. :wink:
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Re: FACTS - HMW2 Thread

Postby Loki God Of Mischief » Thu Dec 11, 2008 2:19 am

Only if OS is a fool. Which he's not. The reason I say that is that just because the game is 100% done programming wise, it doesn't mean that the game itself is 100% done. He's going to need Beta testers and debuggers to make sure it's glitch free (mostly at least) before a public release.
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Re: FACTS - HMW2 Thread

Postby Burn » Thu Dec 11, 2008 2:42 am

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Which he already has and which are already at work.
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Re: FACTS - HMW2 Thread

Postby Omega Sentinel » Thu Dec 11, 2008 12:08 pm

I'm actually having to shore back some of the bigger things that I wanted to implement with the initial release to get it out this Spring before Botcon.

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

Postby Redimus » Thu Dec 11, 2008 12:16 pm

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Actully, I think that's a good idea.

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

Postby neliz » Thu Dec 11, 2008 2:17 pm

thanks for the update.

that april fools date was, of course, a joke...
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Re: FACTS - HMW2 Thread

Postby Loki God Of Mischief » Thu Dec 11, 2008 8:02 pm

Omega Sentinel wrote:veeerrrrryyyyyyy


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Re: FACTS - HMW2 Thread

Postby Wingspan » Thu Dec 11, 2008 9:18 pm

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Loki God Of Mischief wrote:
Omega Sentinel wrote:veeerrrrryyyyyyy


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Re: FACTS - HMW2 Thread

Postby Mogwai Prime » Thu Dec 11, 2008 9:49 pm

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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 :)
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Re: FACTS - HMW2 Thread

Postby Redimus » Thu Dec 11, 2008 10:04 pm

Motto: "Better than Michael Bay..."
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Nah, I pride myself in taking for ever to get the hang of new games, lol.
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Re: FACTS - HMW2 Thread

Postby Deephaze » Mon Dec 15, 2008 2:44 pm

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
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Re: FACTS - HMW2 Thread

Postby 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

Postby 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

Postby Venomous Prime » Mon Dec 15, 2008 3:00 pm

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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

Postby mazingaspidey » Mon Dec 15, 2008 3:27 pm

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I'm admittedly not a participant on the forums due to the large amounts of negativity that I tend to see on them. That said I just wanted to thank OS for all the work you're doing. Thanks for taking on this huge project and keeping this a free game by fans for fans. :APPLAUSE:
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Re: FACTS - HMW2 Thread

Postby neliz » Mon Dec 15, 2008 6:12 pm

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.
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Re: FACTS - HMW2 Thread

Postby Wingspan » Mon Dec 15, 2008 6:14 pm

Motto: "Death is not the end."
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

Postby 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!

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Re: FACTS - HMW2 Thread

Postby Dirtbag » Tue Dec 16, 2008 5:28 pm

Will missions be handled the same way they are now? As in do we just check off what missions we want are bots to join, or is the whole campaign map idea that was shown going to be implemented in to HMW 2?
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Re: FACTS - HMW2 Thread

Postby Psychout » Tue Dec 16, 2008 5:42 pm

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As a basic principle, yeah it'll be the same, but there will be much more choice in what type of mission you join... :wink:
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Re: FACTS - HMW2 Thread

Postby Stryfe Convoy » Wed Dec 17, 2008 7:18 am

Motto: "Ask and Thou Shalt Receive..."
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There are a lot of things that I'd like to ask about and comments to add, I'll have to try and contain myself...

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

Postby Chaoslock » Wed Dec 17, 2008 10:26 am

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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

Postby neliz » Wed Dec 17, 2008 10:35 am

good idea's

inactive players would lose the leadership etc.
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