turbomagnus wrote:(...)The biggest problem I see is that, as cool as it sounds (to me at least), it would be such a pain to program and... is anyone even handling the game programming right now?
Indeed missions like that would be interesting.alldarker wrote:Most probably... Not.
But it sounds cool.
alldarker wrote:This should definitely go on the list for HMW 2.0.
turbomagnus wrote:I don't remember immediately what happened to them, though I think they were dropped because people were maxing out certain stats and then taking only those mission that called for them.
is anyone even handling the game programming right now?
alldarker wrote: This should definitely go on the list for HMW 2.0.
Editor wrote:Indeed missions like that would be interesting.
Burn wrote:So in the end, due to complaints of abuse, they were removed.
Tammuz wrote:Problem with the OP is that its no different from throwing a low level medic into a 1-11, there's a chance they could get a repair off on a high level anyway. the only advantage sending a medic in over another mission type would be if the Metroplex NPC had higher endurance than the average high level opponent. and if he has above 7 endurance it would be possible for a level 1 medic with the right spec and some luck to one shot repair/sabotage the NPC ending the mission on the first turn.
Tammuz wrote:Ok, well the main problem with objective based missions is that you'd need to make the win payout at least as much as you would on average get from a non-objective based mission, so if the Objective Is completable on the first turn it needs to pay out a vast amount of XP. It would probably be a good idea if the mission didn't end once the objective is complete, unless the objective is going to take about the average mission length to complete. What might be fun is if you have an objective and completing it scores you some XP and increases the chance the other side will retreat, or either weakens them or buffs you. Something like weapon damages increased by x% or increasing chance of tactic occurring by x%, or hell even increase the XP earned by x%.
Your mission in particular, I wouldn't have a single Metroplex NPC, but maybe 3-5 NPCs based on how many a side it's open to. Ideally you'd remove each NPC from the fight if they reached full/zero health, though that not a necessity if you go with the XP for the objective complete its probably a good idea if the other side gets an increased chance to retreat buff, some balance of the three. You'd have to stay aways from stat bonuses as pushing those past 10 tends to end up dividing by zero, or less than zero, but tactics should be work without breaking the game if they go past 10 though probably not a good idea to push them very far.
Phaze wrote:makes you wish the quints could get a dust off
turbomagnus wrote:Hey, if we can figure out a way to make this kind of thing work, they just might, huh?
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