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Deadpool. wrote:Absolute Zero wrote:Since it's a new game and new code, I'd wager a no, another start from scratch.
Which would mean that everybody has to work on their overall ranking all over again.
Too bad those who cram in loads of hours endlessly now would just wind up wasting their hours.
Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
Lord Gothika wrote:We wub ooo OS
Omega Sentinel wrote:Here's a teaser before the trailer. There is a help system built into the game. There will be little vector sigma icons by everything with help information available.
Each weapon will have information on it in the help system and this is the help screen for one of the basic level 0 weapons:
Omega Sentinel wrote:Here's a teaser before the trailer. There is a help system built into the game. There will be little vector sigma icons by everything with help information available.
Each weapon will have information on it in the help system and this is the help screen for one of the basic level 0 weapons:
Omega Sentinel wrote:Here's a teaser before the trailer. There is a help system built into the game. There will be little vector sigma icons by everything with help information available.
Each weapon will have information on it in the help system and this is the help screen for one of the basic level 0 weapons:
Sarcasm? Its a hitpoint-based system so the maths aren't as complex...Figured you would hate thatTammuz wrote:i'm gonna have so much fun.
No personal prejudice. I just understand that some people have a genuine dislike for me and that won't change so I don't pander to it. I've always been here to make a good game. Making a few people miserable is not worth giving up contract money to work on this for free so that has never been my motivation.Tammuz wrote:glad to see your not letting personal prejudice affect what's best for the game.
Now that's not true. I've gone level by level calculating hitpoints, weapons, armors and tactics. If the foundation of the character's attributes are not developed entirely first then the game has no foundation. You and I both know this and everyone who has been beta testing this game will tell you that has been my number 1 priority.Tammuz wrote:it's all the same to me, i've always viewed the game as hit point based anyway; that % figure is just fluff. i do get all tingly for a maths problem, and having cracked everything in this game has kinda taken the fun out of it, though that you haven't designed in balance form the gound up is a little disconcerting.
I couldn't agree more. If the core mechanics are bad they will HAVE to be changed. The fact is that there isn't another game out there like this one and I seriously started from a pencil and paper so to think we will not need to make adjustments to the engine for the first few months would be foolish. BUT, I'm hoping longterm (once we get the kinks out) we will be able to adjust objects within the game instead of the game engine itself to fix things like overamping.Tammuz wrote:but the thing is OS, if the mechanics are bad, they need to be changed, if the raw numbers are bad, they need to be changed, toggling attribute is what i did to balance the weapons, and they balance, except from brawling becuase the mechanic screws it over.
the current weapons are actually easy to balance becuase they're so simple, having a bajillion attributes makes things alot more complex than the 6 or so we currently have, and will require alot of tweaking if your going for a trial and error approach
Recharge is in seconds. It will all make more sense later.Tammuz wrote:course the recharge seems a little odd, if that turns, or seconds its horrifically long, unless battles are going to be much longer affairs.
Omega Sentinel wrote:Now that's not true. I've gone level by level calculating hitpoints, weapons, armors and tactics. If the foundation of the character's attributes are not developed entirely first then the game has no foundation. You and I both know this and everyone who has been beta testing this game will tell you that has been my number 1 priority.Tammuz wrote:it's all the same to me, i've always viewed the game as hit point based anyway; that % figure is just fluff. i do get all tingly for a maths problem, and having cracked everything in this game has kinda taken the fun out of it, though that you haven't designed in balance form the gound up is a little disconcerting.
Omega Sentinel wrote:I couldn't agree more. If the core mechanics are bad they will HAVE to be changed. The fact is that there isn't another game out there like this one and I seriously started from a pencil and paper so to think we will not need to make adjustments to the engine for the first few months would be foolish. BUT, I'm hoping longterm (once we get the kinks out) we will be able to adjust objects within the game instead of the game engine itself to fix things like overamping.Tammuz wrote:but the thing is OS, if the mechanics are bad, they need to be changed, if the raw numbers are bad, they need to be changed, toggling attribute is what i did to balance the weapons, and they balance, except from brawling becuase the mechanic screws it over.
the current weapons are actually easy to balance becuase they're so simple, having a bajillion attributes makes things alot more complex than the 6 or so we currently have, and will require alot of tweaking if your going for a trial and error approach
Omega Sentinel wrote:Recharge is in seconds. It will all make more sense later.Tammuz wrote:course the recharge seems a little odd, if that turns, or seconds its horrifically long, unless battles are going to be much longer affairs.
They may be founded. We may have all sorts of problems when 100 people get in it. Best to be prepared.Tammuz wrote:Good. It's just that the only expeirience i have of you balancing the game was your Brawling nerf, Minicons, and Bot-modes, and while all were good additions, the mechanics fo how they worked was not, and that is what worries me. I'd really like to find out my fears are unfounded.
They will vary. Just like everything else, the mission/campaign/skirmish aspects of the game will be somewhat similar as far as look and gameplay but inherently they will be far more flexible.Tammuz wrote:how long are battles going to last?
Omega Sentinel wrote:They may be founded.Tammuz wrote:Good. It's just that the only expeirience i have of you balancing the game was your Brawling nerf, Minicons, and Bot-modes, and while all were good additions, the mechanics fo how they worked was not, and that is what worries me. I'd really like to find out my fears are unfounded.
Omega Sentinel wrote:We may have all sorts of problems when 100 people get in it. Best to be prepared.
They will vary. Just like everything else, the mission/campaign/skirmish aspects of the game will be somewhat similar as far as look and gameplay but inherently they will be far more flexible.[/quote]Tammuz wrote:how long are battles going to last?
Ninjaburn wrote:But out of geeky curiosity, what are you using to write the new system? PHP, or are you going with something new to give you more flexibility?
You can do the "dump em and leave em strategy" or you can explore several other things your character will be able to do. Either way, it should have something for both styles of players. I've gone to great lengths to make sure the simplistic style is in there for those who want it.Rat Convoy wrote:Here's hoping the basic premise (simple, easy-to-play at work, mostly text-based game) remains the same. Otherwise, very exciting news.
HMW2 characters can go from levels 0-100. A few people have been playing on the game engine for a little while (albeit only a little more than half of it is complete) and it has been playing out very well. Some of the numbers will just need to be tweaked if we see any problems we may have missed in testing.Rat Convoy wrote:OS, if you're looking for a good example of how to balance a game like this, I highly recommend you peruse D&D's 4th edition, if you haven't already. The lengths they went to make sure the numbers all work, from levels 1-30, are staggering. Problems in older versions where one character can automatically hit a foe while another similarly leveled character couldn't hit at all in previous editions were all ironed out.
Omega Sentinel wrote:As far as the inner workings and details of everything, it is way too early to dive into that here. There will be more to come.
Energon will be too valuable in the new game to give away. Got your back on the ice cream though.Me, Grimlock! wrote:Omega Sentinel wrote:As far as the inner workings and details of everything, it is way too early to dive into that here. There will be more to come.
Just don't forget to add the line that says if someone's team is the Ineptibots then they get free Energon. Everyone else gets ice cream.
Me, Grimlock! wrote:Omega Sentinel wrote:As far as the inner workings and details of everything, it is way too early to dive into that here. There will be more to come.
Just don't forget to add the line that says if someone's team is the Ineptibots then they get free Energon. Everyone else gets ice cream.
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