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Postby Tammuz » Fri Nov 09, 2007 8:07 am

Hollow One wrote:Right, I just had a though for everyone who's sick of being outnumbered in missions, why not have some that only begin when all of the mission slots are filled (like siege themed missions). Although it may lead to some people aving to wait ages for the mission to start it does provide an alternate solution.


and what happens when 6 of one side join, and then the other side seeing 6 there go ooh i'm not joining becuase it will take days for the rest of my faction to fill that mission?

or alternatively they go ooh look if we don't fill that mission we'll never have to face Gore again ever.

so how do we overcome those two obstacles?

do we let people pull out of missions(really bad idea) or what?
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Postby Venomous Prime » Sun Nov 11, 2007 3:12 am

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Flashwave wrote:
Waylander wrote:i never really thought the Rust Sea would be that huge to allow a battleship/sub group to slug it out with room to spare,but i only recall seeing it one time,not sure if it was that big,been some time.


This is G1. There is no suck thing as consistency. It can be the size of a snmall galaxy for all we know.


HMW is NOT G1.

We can make anything be whatever we want it to be.
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Postby demian » Mon Nov 12, 2007 1:31 pm

I would like to see the missions that are full, start as soon as that last space has been filled.
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Postby Waylander » Wed Nov 14, 2007 2:00 am

Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
what i would like to see is the named TF in the mission join the mission (as max lvl in mission,or higher,splits all XP earned with team at end of mission)if one side has a 3/1,4/1 advantage,or no enemy joins,so you are not stuck with the basic mission bonus,and would promote joining enemy filled missions,and opens options for gaining more XP for all factions.
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Postby Dr. Caelus » Wed Nov 14, 2007 4:55 am

Psychout wrote:I dont see why there wouldnt be any 'water' in Cybertron.


In the Scraplet Story Arc in the Marvel Comics run, Bumblebee claims that there is no water on Cybertron (water was in fact the rare, miracle-cure for the Scraplets).

But that was just once, and even if Cybertron began life as a barren asteroid, it wouldn't be unreasonable to assume that it had ice which would have later thawed into water.
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Postby Psychout » Wed Nov 14, 2007 7:09 am

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Caelus wrote:
Psychout wrote:I dont see why there wouldnt be any 'water' in Cybertron.


In the Scraplet Story Arc in the Marvel Comics run, Bumblebee claims that there is no water on Cybertron (water was in fact the rare, miracle-cure for the Scraplets).

But that was just once, and even if Cybertron began life as a barren asteroid, it wouldn't be unreasonable to assume that it had ice which would have later thawed into water.
Good point. Damn that Furman and his Blaster loving fairy tales! :lol:

Hmm. Well, fleshlings visiting Cybertron didnt go pop. Is a breathable atmosphere possible on a planet without water? Although I guess the existence of the Seacons is proof enouhhg for me, they would feel a bit redundant if there wasnt some swimmable body of liquid there somewhere.
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Postby Tammuz » Wed Nov 14, 2007 8:13 am

yes psych Humans can breath air without water in it, just need 02 and maybe a little N20 depending on pressure.

who knows what type of liquind the sea is, or if in fact it is a liquid at all and not somrthing else acting like a liquid(ultrafine rust particles, super cooled Oxygen, that might work, vector sigma's a computer so maybe it's got an entire sea of liquid oxygen to keep it from overheating?
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Postby Ouroboros » Wed Nov 14, 2007 9:02 am

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Weapon: Electric Cannon
I'm curious to see if the Mod's are considering any of the idea's raised here (not complaining, just curious), it would at least give us a point to write these ideas, that's not to say I wouldn't if they wern't, but still...
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Postby The Collector » Wed Nov 14, 2007 12:55 pm

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Ok, heres a thought ... ELIMINATING the pre-mission timers. Could be very simple. mission appears on the list, does NOT start until it fills up. The 'Bail out' option would easily work with this. The only reason to hate the 'Bail out' option is the possibility of shortages in a mission. Eliminate the timers, and its a moot point.

Clean, simple and neat ... the way ALL things should be. :grin:

Hmm, the ONLY problem I can see .. is that CURRENTLY there are NOT enough Max/Pred players to fill their respective missions.
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Postby Psychout » Wed Nov 14, 2007 7:27 pm

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Tammuz wrote:yes psych Humans can breath air without water in it, just need 02 and maybe a little N20 depending on pressure.
OK, that I didnt know, cool.
Tammuz wrote:super cooled Oxygen, that might work, vector sigma's a computer so maybe it's got an entire sea of liquid oxygen to keep it from overheating?
That sounds fun.

Best not bother packing any speedo's for Northclaw though, swimming in it doesnt sound like much fun.
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Postby Tammuz » Wed Nov 14, 2007 7:39 pm

The Collector wrote:Ok, heres a thought ... ELIMINATING the pre-mission timers. Could be very simple. mission appears on the list, does NOT start until it fills up.


Tammuz wrote:
and what happens when 6 of one side join, and then the other side seeing 6 there go ooh i'm not joining becuase it will take days for the rest of my faction to fill that mission?

or alternatively they go ooh look if we don't fill that mission we'll never have to face Gore again ever.

so how do we overcome those two obstacles?

do we let people pull out of missions(really bad idea) or what?


The Collector wrote:The 'Bail out' option would easily work with this. The only reason to hate the 'Bail out' option is the possibility of shortages in a mission. Eliminate the timers, and its a moot point.

Clean, simple and neat ... the way ALL things should be. :grin:


stupid is what the "chicken out" option is.
newb joins
kick ass enemy joins
newb leaves
kick ass enemy leaves
nobody stays in missions they are not going to win, less mission participation, even harder to get people into missions.
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Postby SlashAndBurn » Wed Nov 14, 2007 9:04 pm

How about some additional tactics for the battle station alt modes that act as a buff for your team?

Fortification-Increases the Endurance/Armor or provides the absorb tactic for allied Transformers that are in the mission. Basically your allies take cover behind your walls and take advantage of the extra protection.
Gun Battery-An allied Transformer hooks their weapon to one of the bases gun batteries increasing its damage and/or rate of fire.

Fireblast/Multi-Repair/Absorb fit the battle station as its primary tactics but these could work as secondary and really see that alt mode become a key unit in the V2 missions and the Battle for Cybertron game.

To make it fair i would think these would be expensive and maybe only available for higher levels (4+).

What do you think?
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Postby demian » Thu Nov 15, 2007 3:24 am

When OS announces the final weeks of HMW and the approach of HMW2, I think it would be sweet if everyone was given an XP bonus to 1 of their team members.

Currently, my team is made up of level 1/2 ... and it would be fun to be given say a bonus of 5 million xp for my top 'con. Then I would experience a level 4 or 5 bot, and maybe get a taste of what it's like in higher ranks...

I know this would be somewhat boring for the upper echelon players, as 5 million xp doesn't go far when you are at level 9 or 10, but maybe it could be a sliding scale for the higher levels.

That'd be neat. It would certainly draw me into the game further once I got a taste of owning a level 5 machine :D
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Postby Ouroboros » Fri Nov 16, 2007 7:33 pm

Motto: "Embrace the cycle of life. Always beginning, always ending."
Weapon: Electric Cannon
I'm going to throw this idea out here if anyone's interested.

Robot modes, with people concened whether they should be included in the leveling system or not I have a semi-solution, make it so that you pay for it!

Besides, if your robot mode is improved, it makes sense to make it a paid upgrade (and it wouldn't be a disadvantage to anyone as it would cost a lot at higher levels), and if the cost is too cheap, you could simple make it more expensive!

Just a thought.
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Postby Redimus » Fri Nov 16, 2007 8:02 pm

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Tammuz wrote:Really clever stuff.


What he said.

SlashAndBurn wrote:How about some additional tactics for the battle station alt modes that act as a buff for your team?


All alts will have 3 tactics anyway in V2, the lists are already up, so I dunno if they'd be willing to add new tactics, especilly ones that would work very differently to any current tactic. (Although I like the idea of the Fortification tactic.)

Hollow One wrote:I'm going to throw this idea out here if anyone's interested.

Robot modes, with people concened whether they should be included in the leveling system or not I have a semi-solution, make it so that you pay for it!

Besides, if your robot mode is improved, it makes sense to make it a paid upgrade (and it wouldn't be a disadvantage to anyone as it would cost a lot at higher levels), and if the cost is too cheap, you could simple make it more expensive!

Just a thought.


Why?

Why would robot mode stats cost energon when other stats dont?

No.

I think the RM stats should count towards your level just like all the others. They may not be as decisive as tactics, but that dosnt mean we should make the same mistake with robot mode stats that was made with tactic stats way back when.
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Postby nickjkl » Sat Nov 17, 2007 1:25 pm

how about when u join a game and theres more on the other team theres more of a chance for you to do a multiple atack to balance it out
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Postby Tammuz » Sat Nov 17, 2007 7:17 pm

strafe young blood, the number of attacks done is proportionaly to to ratio of friendlies to enemies, when your're outnumbered it can put out horrendous damage, when you have the advantage your mates just get in the way.
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Postby SlashAndBurn » Sat Nov 24, 2007 8:22 am

New missions with consequences for the game. I was thinking have it be a mission that allows a range of levels and the defender is allowed a couple of extra bots since the consequences for loosing are bad.

Hit/Defend the Faction Names CR chamber: If the attacker is successful then all the defenders bots have a penalty in the CR chamber (either costs more of it takes twice as long to heal)

Raid/Defend Faction Names Ammo dump: If the attacker is successful then x number of weapons are unavailable for purchase to the defenders faction for x # of hours. Those same weapons will be available at a discount for the winning faction for the same # of hours.

Raid/Free the slave convoy:
Good faction: A group of slavers is moving through the sector. We must free them and keep the evil bots from stealing them. Normal mission completion awards.
Evil Faction:A group of slavers is moving through the sector. We must capture them and put them to work for us. Normal mission completion award plus additional energon for selling the slaves or reduced healing time in cr chamber (the slaves work to heal the bots faster) for x number of hours.
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Postby Ouroboros » Sat Nov 24, 2007 8:51 am

Motto: "Embrace the cycle of life. Always beginning, always ending."
Weapon: Electric Cannon
Have a hug SlashAndBurn! :D

I think I'll have a whack at a new idea.

Weapons! With accordance to my earlier ideas they would boost the attack power in accordance with strength (the melee variety at least), so why not give them broader stats.

My idea is play around with some of the formulae for melee weapons, some include low-level weapons having a fixed damage, i.e. Swords could cause 20% damage per hit), whilst others could passively rely on your abilities, i.e. Maces could be something like 2% damage to the power of your strength level, so say you need to be skill 2 to use it for example, you would be causing 1% damage at level 0 strength (therefore making it useless at low strength levels), but 32 damage at strength 5.

The formulas may need some work so I'll queek them a but at least this is the general idea behind them.

Any objections?

Edit: SlashAndBurn, there's a thread for missions here, could you bump it for me and post your ideas there please!
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Postby Tammuz » Sat Nov 24, 2007 9:45 am

Hollow One wrote:
Any objections?



yeah.

having some weapons doing fixed amount of damage means that you give an unfair advantage to low levels as they can get a weapon much more powerful than a weapon their stats can offer.

it's rather similiar to having an indestructable minicon, if you can buy 4str of damage, why bother investing that stat? which is exactly what i did over the summer with defelcter minincons, i had 12 bots running around with zero rank and 200million energon to spend on defelcters.

so the only way you could control it would be to have a viable in game economy, something no MMORPG has succeeded in doing,and no RL economy has either.
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Postby Ouroboros » Sat Nov 24, 2007 10:08 am

Motto: "Embrace the cycle of life. Always beginning, always ending."
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The fixed damage I suppose would have to have a connection to strength in order to get it to work properly, and even then it would be connected to the secondary stat I suggested (powers of).

Again, once I find a better way to work it I'll get back to it.
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Postby Tammuz » Sat Nov 24, 2007 10:14 am

Hollow One wrote:The fixed damage I suppose would have to have a connection to strength in order to get it to work properly, and even then it would be connected to the secondary stat I suggested (powers of).

Again, once I find a better way to work it I'll get back to it.


the problem with that is you then need to work out exact numbers base damage ranges for each weapon and then have them proportional increades by the same amount for each point in a boosting stat.

what you're suggesting is pretty much EXACTLY how the current weapon system works instead of stats creating a multiplactive boost, you're suggesting an exponential increase, no?

and then how does armour endurance factor in?
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Postby SlashAndBurn » Sat Nov 24, 2007 12:24 pm

Hollow One wrote:Have a hug SlashAndBurn! :D


Edit: SlashAndBurn, there's a thread for missions here, could you bump it for me and post your ideas there please!


Yay a hug!!!! :grin:

I'll format the mission suggestions to fit the other post. :)
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Postby Ouroboros » Thu Nov 29, 2007 8:12 am

Motto: "Embrace the cycle of life. Always beginning, always ending."
Weapon: Electric Cannon
Right, we need a system to coax new players who won't go on the forums to choose a faction fairly.

Why do I say this? Because we all know that they'll most likely go Autobot, which gives them a good handicap over everyone else. Also, it will probably turn out that the Predacons will lose out the most.

So, when people choose their faction, we need it so that there is a concrete argument for and against each faction, possibly trial sesions or something.

Anyone care to help comment on this?
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Postby Psychout » Thu Nov 29, 2007 8:20 am

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Let them be Autobots if they want?

The more targets we have for termination the better.
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