Anyone wanna test a simple G1 based web game?
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Re: Anyone wanna test a simple G1 based web game?
game is great i would like to see more characters like SixShot, some combiners maybe, Ultra Magnus, Rodimus, Kup and definitely some Autobot/Decepticon drones
and Shockwave is dead I friggin killed him
and Shockwave is dead I friggin killed him

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Re: Anyone wanna test a simple G1 based web game?
SkySpy, send us your email. I've got Perceptor's robot and alternate mode, and same with Blaster. Galvatron's (if you plan on using him, you can have both Galvatron and Megatron, or make Galvatron only available on Cybertron or something) robot mode, and a few others. Still no Kup vehicle mode.
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- Thyunda
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Re: Anyone wanna test a simple G1 based web game?
Ok, I've been playing the game a bit more, and I think I can see why the score is 7-2 to the Decepticons (Although I could have won the last game if I'd stuck at it with Jazz, sorry). While we're sorting out the mechanical issues rather well, I think the decks are stacked against the Autobots as it is.
The Decepticons have the objective of going to any one of 3 locations, which one doesn't matter unless the Autobots have capped most of them, and collecting Energon, and taking it back. They do this using their high speed, high energon capacity, and the only thing to stop them is the Autobots.
The Autobots have to visit all 3 locations, and deliver a total of 30 energy caps to them. They're somewhat hampered in this by low speed, high distance to the objectives thanks to the river in the way, and critically, a tiny capacity for the energy caps. Most of the autobot roster can only carry one, meaning a single Autobot would need to make 30 round trips, compared to a Seekers 20 energon raids with straight-line flight and double speed.
Thus, once a player is familiar with the game, it becomes much easier to play for a Decepticon victory than an Autobot Victory. This doesn't make for a very fun game on the Autobot side. I'd reccommend a few things to make it more even.
Make Defenses matter: I haven't seen anyone being damaged while attacking defenses, making them little more than a speedbump. Their purpose, I would assume is to delay attackers so the Autobots can catch up to them, but that's difficult to achieve as is. If the defenses were more a threat in themselves, the hit-and-run nature of the Decepticons would be better defines.
Make repairs easier: Noone wants to click the repair button 100 times just because Laserbeak dropped by to say hello. Allowing each click to repair an amount equal to the TF's Skill would make things a lot less tedious and make it feel like something worth taking the time for. The dedicated mechanics should still be the ones to fix the computers of course.
Increase Autobot carrying capacity: When even Wheeljack can only carry one of the energy caps, you know the Autobots are going to have a few problems getting the things were they need to go. Increase the number of 'Bots who can carry several, particularly the non-warriors.
Reduce the needed number of caps on each location: I think 8 would be more realistic to the Autobots chances.
Require that the Decepticons visit more than one location: Here's my thought for the system: Each location starts off with 80 pieces of energon in it. That immediately means the Cons are going to have to hit 2 places at least. With each energy cap the Autobots install, 10 energon in that place is 'safe', essentially gone in game terms. This forces the Decepticons to consider multiple locations as much as the Autobots, and gives the Bots some control over where the Cons have to go.
I'm no web wizard and I have no idea how difficult such things would be to code, but they're my suggestions as a gamer on how to balance things out a little.
The Decepticons have the objective of going to any one of 3 locations, which one doesn't matter unless the Autobots have capped most of them, and collecting Energon, and taking it back. They do this using their high speed, high energon capacity, and the only thing to stop them is the Autobots.
The Autobots have to visit all 3 locations, and deliver a total of 30 energy caps to them. They're somewhat hampered in this by low speed, high distance to the objectives thanks to the river in the way, and critically, a tiny capacity for the energy caps. Most of the autobot roster can only carry one, meaning a single Autobot would need to make 30 round trips, compared to a Seekers 20 energon raids with straight-line flight and double speed.
Thus, once a player is familiar with the game, it becomes much easier to play for a Decepticon victory than an Autobot Victory. This doesn't make for a very fun game on the Autobot side. I'd reccommend a few things to make it more even.
Make Defenses matter: I haven't seen anyone being damaged while attacking defenses, making them little more than a speedbump. Their purpose, I would assume is to delay attackers so the Autobots can catch up to them, but that's difficult to achieve as is. If the defenses were more a threat in themselves, the hit-and-run nature of the Decepticons would be better defines.
Make repairs easier: Noone wants to click the repair button 100 times just because Laserbeak dropped by to say hello. Allowing each click to repair an amount equal to the TF's Skill would make things a lot less tedious and make it feel like something worth taking the time for. The dedicated mechanics should still be the ones to fix the computers of course.
Increase Autobot carrying capacity: When even Wheeljack can only carry one of the energy caps, you know the Autobots are going to have a few problems getting the things were they need to go. Increase the number of 'Bots who can carry several, particularly the non-warriors.
Reduce the needed number of caps on each location: I think 8 would be more realistic to the Autobots chances.
Require that the Decepticons visit more than one location: Here's my thought for the system: Each location starts off with 80 pieces of energon in it. That immediately means the Cons are going to have to hit 2 places at least. With each energy cap the Autobots install, 10 energon in that place is 'safe', essentially gone in game terms. This forces the Decepticons to consider multiple locations as much as the Autobots, and gives the Bots some control over where the Cons have to go.
I'm no web wizard and I have no idea how difficult such things would be to code, but they're my suggestions as a gamer on how to balance things out a little.
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FuzzymusPrime - Headmaster Jr
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Re: Anyone wanna test a simple G1 based web game?
Hiya Fuzzymus,
Thanks again for the feedback. These types of changes are pretty easy to do..
I think you are right, it's a lot easier to win the game as the Decepticons as is. 20 round trips with a seeker is a pretty easy feat, especially when you can fly so fast (relatively unchallenged) at high altitude.
I just lowered the cap requirement from 10 down to 8 for energy sources. I've always been looking for a way to make skill matter, so we'll try that as the repair variable. (just added that in as well) I think the previous change of giving characters more hit points (to cut down on the twitch factor) made repairing more annoying than it used to be!
The energy stealing mechanism was initially designed so that the sources are not 'infinite' energy supplies. The code is kinda half way there, but it won't be hard to make sources 'burn out' when, say, 50-80 cubes are removed from them.
'Active' defenses are a good idea. Right now they are just speedbumps/tripwires. Giving them some teeth would be nice.. I'm also thinking about letting the Deceticons build defenses around energy sources.. i.e. to prevent the Autobots from capping a targeted source. Any thoughts on this?
In other balance areas, I have finally put in some power requirements for the null-ray/liquid nitrogen/etc. Currently, Starscream should be able to use the null-ray twice per recharge. In other balance areas, I think Prime needs to be buffed up a bit. Jazz's flamethrower is coming, don't worry!
I need to think about the energy cap payload issue a bit. Maybe I should take the current cap payload of all Autobots and increase it by 1 or something like that.
Keep those comments coming, and hopefully we'll get this thing balanced!
Later,
Skyspy
Thanks again for the feedback. These types of changes are pretty easy to do..
I think you are right, it's a lot easier to win the game as the Decepticons as is. 20 round trips with a seeker is a pretty easy feat, especially when you can fly so fast (relatively unchallenged) at high altitude.
I just lowered the cap requirement from 10 down to 8 for energy sources. I've always been looking for a way to make skill matter, so we'll try that as the repair variable. (just added that in as well) I think the previous change of giving characters more hit points (to cut down on the twitch factor) made repairing more annoying than it used to be!

The energy stealing mechanism was initially designed so that the sources are not 'infinite' energy supplies. The code is kinda half way there, but it won't be hard to make sources 'burn out' when, say, 50-80 cubes are removed from them.
'Active' defenses are a good idea. Right now they are just speedbumps/tripwires. Giving them some teeth would be nice.. I'm also thinking about letting the Deceticons build defenses around energy sources.. i.e. to prevent the Autobots from capping a targeted source. Any thoughts on this?
In other balance areas, I have finally put in some power requirements for the null-ray/liquid nitrogen/etc. Currently, Starscream should be able to use the null-ray twice per recharge. In other balance areas, I think Prime needs to be buffed up a bit. Jazz's flamethrower is coming, don't worry!
I need to think about the energy cap payload issue a bit. Maybe I should take the current cap payload of all Autobots and increase it by 1 or something like that.
Keep those comments coming, and hopefully we'll get this thing balanced!
Later,
Skyspy
Last edited by Skyspy on Sun Apr 06, 2008 5:18 pm, edited 1 time in total.
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Re: Anyone wanna test a simple G1 based web game?
i would love to play. decepticonjon@catincog.com

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Re: Anyone wanna test a simple G1 based web game?
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Re: Anyone wanna test a simple G1 based web game?
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I would like to test your game sounds like fun.

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Re: Anyone wanna test a simple G1 based web game?
hay i want in on this game! wouldnt be the first time ive been in a beta test too ^~

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Re: Anyone wanna test a simple G1 based web game?
You should make it so defenses can't be rebuilt, caps installed or energon harvested in vehicle mode. It makes the robot mode slightly pointless. Same with computers. Never seen a jet type before. You could make it so the highway gives car Transformers a boost in speed to represent the smoother ground.
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Re: Anyone wanna test a simple G1 based web game?
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Re: Anyone wanna test a simple G1 based web game?
I just sent out some personal messages to those who are interested in testing out the game. Please let me know if I have missed anybody. (And accept my apologies if I have!)
Thyunda--those are good (and certainly logical) suggestions. Right now there is only a little bit of code that deals with robot mode specific action.. i.e. the flying autobots like Wheeljack, Gears, Sideswipe (with the exception of Skyfire) cannot fly in their vehicle modes. I will put in code to make robot mode necessary for defense repairs, computer use, combat, etc. These changes will be made soon.
We've had some good suggestions for roads giving some sort of bonus to the Autobots rolling on them. I think roads as a good getaway route/partial safe zone are a nice idea, and make the terrain a bit more important to the game. I'm also thinking about some functionality that would give the off road capable autobots (Brawn, Trailbreaker, Hound, etc) an advantage.
'Active' defenses are on the way too! Stay tuned...
-Skyspy
Thyunda--those are good (and certainly logical) suggestions. Right now there is only a little bit of code that deals with robot mode specific action.. i.e. the flying autobots like Wheeljack, Gears, Sideswipe (with the exception of Skyfire) cannot fly in their vehicle modes. I will put in code to make robot mode necessary for defense repairs, computer use, combat, etc. These changes will be made soon.
We've had some good suggestions for roads giving some sort of bonus to the Autobots rolling on them. I think roads as a good getaway route/partial safe zone are a nice idea, and make the terrain a bit more important to the game. I'm also thinking about some functionality that would give the off road capable autobots (Brawn, Trailbreaker, Hound, etc) an advantage.
'Active' defenses are on the way too! Stay tuned...
-Skyspy
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Re: Anyone wanna test a simple G1 based web game?
Welcome aboard Mega (and the other new testers)!
Thyunda--all of your robot mode suggestions have been implemented. I did a quick test, and it didn't seem to break anything.
I also tossed in a few 'reminder' messages. I didn't want people to think that an area was entirely capped just because the button didn't show up--same with repairing defenses, etc.
Just thought of this--I'm wondering if I should just change the buttons and give them dual purpose.. i.e. 'Transform and access computer' instead of 'access computer'. Just a thought..
Please keep those suggestions coming!
-Skyspy
Thyunda--all of your robot mode suggestions have been implemented. I did a quick test, and it didn't seem to break anything.

Just thought of this--I'm wondering if I should just change the buttons and give them dual purpose.. i.e. 'Transform and access computer' instead of 'access computer'. Just a thought..
Please keep those suggestions coming!
-Skyspy
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Re: Anyone wanna test a simple G1 based web game?
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destroying the decepticon base is fun. especially if no one is there to guard it......
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Re: Anyone wanna test a simple G1 based web game?
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*rolls eyes* why didnt anyone do this yet
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Re: Anyone wanna test a simple G1 based web game?
Ill test it so long as i dont have to download anything. I will test it if its entirely a web based browser game
And dosnt make computers crash
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Re: Anyone wanna test a simple G1 based web game?
Some notable new additions:
*Defenses are now 'active'. If you attack defenses, they will attack you back. If you leave them alone they won't bother you. This is true for all defenses in the game.
*It is now possible to see how many players are in the game on either side at all times when you are in the game. The display is right above the view from your long range scanner.
*The 'missile' special attack for Ravage and Skywarp is working now. Each missile does 2x the character's normal firepower damage. Using missiles uses up power, which must be recharged.
I am still working on the drones (they will keep us on our toes!) and more special abilities, particularly on the Autobot side. They should be worth the wait. Hound's holograms are going to be fun to play with...
*Defenses are now 'active'. If you attack defenses, they will attack you back. If you leave them alone they won't bother you. This is true for all defenses in the game.
*It is now possible to see how many players are in the game on either side at all times when you are in the game. The display is right above the view from your long range scanner.
*The 'missile' special attack for Ravage and Skywarp is working now. Each missile does 2x the character's normal firepower damage. Using missiles uses up power, which must be recharged.
I am still working on the drones (they will keep us on our toes!) and more special abilities, particularly on the Autobot side. They should be worth the wait. Hound's holograms are going to be fun to play with...

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