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Waylander wrote:the thing i want to see about fighting between factions is how long it will take the AUTOBOTS/MAXI to goto war,being next door and all,they will compete more so than others for the same areas.
Omega Sentinel wrote:Figured this deserved its own thread:Waylander wrote:the thing i want to see about fighting between factions is how long it will take the AUTOBOTS/MAXI to goto war,being next door and all,they will compete more so than others for the same areas.
OK. Here is the info you've all been waiting for. I'm far enough along now to where this information is accurate enough to share.
Deploying Troops:
To deploy a troop to a different area it will take on average 45 minutes to move one space on the planet. You cannot deploy a troop to an area an enemy controls BUT you can move troops THROUGH enemy areas if they do not have force fields equipped on their territories.
Attacking an enemy faction:
if the territory you are deployed in IS NOT controlled by a faction you can launch campaigns against enemy troops within that territory.
If a territory is controlled by an enemy faction you must launch attacks on that territory from adjacent territorys and the ruling faction will have to defend.
The ONLY troops in a controlled territory will be troops from the controlling faction.
CAMPAIGNS:
There can be no more than 4 active battles going on at one time in a territory. If there are only 2 open campaigns going on you can either start a new one to spread the enemy thin or join an open one to reinforce a battle. Strategically you decision to start battles or join battles could be key in your faction picking up points in a territory.
Faction Control:
A faction controls a territory when it controls 80% of the territory's possible points. When a faction controls a territory there are 3 main perks:
1. You are given a set amount of that territory's minicon population to use in battle.
2. Your faction's economy earns energons during the time that territory is controlled. (The amount of energon depends on the importance of the territory).
3. Your XP gains increase by 25% for all SUCCESSFUL campaings defending the territory.
Extra Goodies:
1. Force Fields - Bought by your faction's commander with the faction's account and deployed to controlled territories. They are very expensive but keep enemy troops from moving through the territory.
2. Turrets - Bought by your faction's commander with the faction's account and deployed to controlled territories. Take the place of a troop for defesive purposes when a faction is outnumbered defending a territory.
The losers are in a world of hurt and should probably make an allianceMogwai Prime wrote:So if one faction controlls all territories and shields them, what happens then?
Omega Sentinel wrote:There will actually be a purpose to playing this game...New concept for HMW
Psychout wrote:Add a point into INT, and you can unlock Autobot Super Secret mode!
Yeah, but there just isn't enough time to implement anything else before the launch. I'm designing it now to be expandable though so throughout my time here you will see this thing grow even after the launch.Burn wrote:OS, have you given thought to having certain territories have little bonuses?
Like 1 territory may have a space port, allowing the controlling faction to launch assaults on territories anywhere on the map.
Another may have a rich energon reserve increasing energon gain.
etc etc ...
Omega Sentinel wrote:Yeah, but there just isn't enough time to implement anything else before the launch.Burn wrote:OS, have you given thought to having certain territories have little bonuses?
Like 1 territory may have a space port, allowing the controlling faction to launch assaults on territories anywhere on the map.
Another may have a rich energon reserve increasing energon gain.
etc etc ...
Uncrazzimatic wrote:Omega Sentinel wrote:Yeah, but there just isn't enough time to implement anything else before the launch.Burn wrote:OS, have you given thought to having certain territories have little bonuses?
Like 1 territory may have a space port, allowing the controlling faction to launch assaults on territories anywhere on the map.
Another may have a rich energon reserve increasing energon gain.
etc etc ...
O RLY? So is the launch coming soon?
Omega Sentinel wrote:Figured this deserved its own thread:Waylander wrote:the thing i want to see about fighting between factions is how long it will take the AUTOBOTS/MAXI to goto war,being next door and all,they will compete more so than others for the same areas.
OK. Here is the info you've all been waiting for. I'm far enough along now to where this information is accurate enough to share.
Deploying Troops:
To deploy a troop to a different area it will take on average 45 minutes to move one space on the planet. You cannot deploy a troop to an area an enemy controls BUT you can move troops THROUGH enemy areas if they do not have force fields equipped on their territories.
Attacking an enemy faction:
if the territory you are deployed in IS NOT controlled by a faction you can launch campaigns against enemy troops within that territory.
If a territory is controlled by an enemy faction you must launch attacks on that territory from adjacent territorys and the ruling faction will have to defend.
The ONLY troops in a controlled territory will be troops from the controlling faction.
CAMPAIGNS:
There can be no more than 4 active battles going on at one time in a territory. If there are only 2 open campaigns going on you can either start a new one to spread the enemy thin or join an open one to reinforce a battle. Strategically you decision to start battles or join battles could be key in your faction picking up points in a territory.
Faction Control:
A faction controls a territory when it controls 80% of the territory's possible points. When a faction controls a territory there are 3 main perks:
1. You are given a set amount of that territory's minicon population to use in battle.
2. Your faction's economy earns energons during the time that territory is controlled. (The amount of energon depends on the importance of the territory).
3. Your XP gains increase by 25% for all SUCCESSFUL campaings defending the territory.
Extra Goodies:
1. Force Fields - Bought by your faction's commander with the faction's account and deployed to controlled territories. They are very expensive but keep enemy troops from moving through the territory.
2. Turrets - Bought by your faction's commander with the faction's account and deployed to controlled territories. Take the place of a troop for defesive purposes when a faction is outnumbered defending a territory.
No orbital drops. I have plans for starfleets which will accomodate "orbital" and trans-planet activities but that is way down the line and won't launch with HMW2.Deadboy wrote:The idea with the shields is kind of bothering me - can't TFs just fly over, use some kinds of ships and then do an orbital drop into a territory?
Other than that, every thing looks totally sweet.
What you are saying assumes there will be certain alliances. Certainly the map will look different on a daily basis. The starting point of the factions probably won't matter as much as what the factions decide to do with themselves. It's like I've been saying all along, balance won't be as much of an issue as strategy.Waylander wrote:so tell me if i am wong,but you are saying being next door and allies,with all of the small areas around them they can hold them areas and move troops threw each others areas and be stronger just because they are next door,and have small areas around them for a buffer so to speek,taking said areas would be hard to due with the deployment zones of the con's and Preds,while holding what they have.
sorry it must be the 7 years of small unit combat tactics i learned in the Rangers(small unit tactics are far more complex than large scale tactics),in my military days,but sticking to this the BOT/MAXIs being allies would be very hard to counter,historical reference WW2,if germany and japan were closer(next DOOR) the war would have been much stonger and the outcome wouldn't have been set in stone the day the US joined the fight. lets face it, bots always out # cons,and the preds are the smallest faction.
not that i don't like the idea behind the rest of the topic,but without some miracle in tactics and luck the outcome is set in stone before it starts.
All campaigns (the "missions" will still be in their own seperate piece of the game) that have not begun. They will work similar to the missions in the fact that there will be about 20 minutes for people to join before the battle starts.sprockitz wrote:questions questions questions
1. Define active
-(a) all missions whether in progress or open
-(b) all missions that haven't started yet
-(c) missions that are available to join
yepsprockitz wrote:2. Force Fields and Turrets
-Are they lost if you lose the territory (I'm assuming yes)
Turret abilities will be dynamic. They will take an average of the abilities of all the opponents and respond accordingly so 6 bots attacking 6 turrets would be a balanced fight. Turrets will not have tactics though so the bots will have a big advantage over turrets.sprockitz wrote: -More importantly what is the turret strength (will it be a mean level turret for whatever levels the mission involve)
Just like armor. They need to be active to deploy but will move to inactive while travelling.sprockitz wrote:3. Troop Deployment
-Will this require an active slot (please say no)...(assuming active slots will work the same)
Nope. You are right. The map is it's own piece.Burn wrote:Okay so now i'm confused.
We're going to have four links to four different places to send our bots?
Campaigns (capturing territories)
Missions (same)
Arena (same)
Challenge Pit (energon gambling)
Or did I misinterpret?
Nope. But players involved in the campaigns will probably advance quicker.Psychout wrote:Will missions have any (direct) bearing on the campaign outcome?
Deadboy wrote:So what purpose do missions serve?
Deadboy wrote:So what purpose do missions serve?
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