Light Blade wrote:Just a thought about the intelligence stat, it seems to me that all the plans for its use are quite difficult to implement. So I have slightly simpler idea: in battle the intelligence stat makes you prioritise the higher level enemies first (done by level not any particular stat).
Light Blade wrote:Zordon wrote:Light Blade wrote:Just a thought about the intelligence stat, it seems to me that all the plans for its use are quite difficult to implement. So I have slightly simpler idea: in battle the intelligence stat makes you prioritise the higher level enemies first (done by level not any particular stat).
This would have the benefit of effectively making the more intelligent characters learn faster, which nicely fits the concept behind the stat.
It would also benefit the lower level bots by allowing them to survive long enough to make a couple of attacks in the 1-11 type missions and hopefully get a nice xp haul as a reward, as well as benefitting higher level characters by ensuring they are not 'wasting' their shots on level 1's for pitiful xp return, only to then find someone else has bagged all the higher level enemies and their xp to boot.
I'm not quite sure how this would be implemented (perhaps link intelligence stat to level of bot you target first ie a stat of 4 means your character would prioritise level 4 or higher bots before just randomly attacking anything else)
Thoughts?
that sounds like a good and simple way for INT to work, could also get it to work for repair in the same way as well by repairing higher levels
Alternatively, you could use Rank as the way to work out repair priorities - higher up the command chain you'll get greater priority. I suppose it would work something like this; when the repair effect is triggered it would target the team mate with the highest rank first. gives rank an in battle use as well.
I suppose the philosophy behind this stat tweaking is to make each stat as useful as the others to prevent only three or four builds ever emerging. greater diversity would be interesting; do you want a high damage output character (str) or one who is more likely to receive medical attention on the field, allowing them to fight for longer (rnk)
Not a bad theory that, but I for one would rather hit than waste XP to be repaired.
Overloaded wrote:How about the ability to create and adjust a base or headquaters including defences for captured regions also missions which take place off seibertron with the need to use shuttles and warships
ProwlJazz wrote:Overloaded wrote:How about the ability to create and adjust a base or headquaters including defences for captured regions also missions which take place off seibertron with the need to use shuttles and warships
And with higher levels more things can be added to the base, and you can have access to restricted areas and the like. If we could have a weekly attack on the enemy's it could be neat, but I guess the programmer has to show up first for anything to be done...
Burn wrote:Who's to say he hasn't already shown up?
Burn wrote:Who's to say he hasn't already shown up?
Stormwolf wrote:ProwlJazz wrote:Overloaded wrote:How about the ability to create and adjust a base or headquaters including defences for captured regions also missions which take place off seibertron with the need to use shuttles and warships
And with higher levels more things can be added to the base, and you can have access to restricted areas and the like. If we could have a weekly attack on the enemy's it could be neat, but I guess the programmer has to show up first for anything to be done...
When the programmer shows up
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