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Robot abilities

Discuss the Heavy Metal War game, report bugs, challenge opponents, and talk some smack! Play the Heavy Metal War game here.

Postby Scantron » Wed Sep 19, 2007 7:18 pm

QuietStorm wrote:I'm not seeing any better performances, and in fact my guys are performing less than they did before with these newfound "abilities."


I'm having good results with certain characters using the Melee and Assault types, but other characters don't seem to be doing so well. I have Brutallica with 8 points in Melee-type, giving her essentially 14STR, and have seen the amount of damage she does per Ram improve from ~25% to ~32% on opponents with perfect defense (10 END, 10 STR, 10 Electrum); she also seems to be inflicting better stun effects with those Ram. I have Chillout (FRP 6) with 8 points in Assault-type and he's definitely getting FRP 10 damage. Of course, I have another character with 10FRP and 8 Assault-type who's been getting slaughtered lately.
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Postby slade » Thu Sep 20, 2007 9:26 am

robot abilites seem legit.

check this out:

http://seibertron.com/heavymetalwar/vie ... _id=245621
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Postby Redimus » Thu Sep 20, 2007 9:33 am

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The way robot abilities work right dosnt work for me, I dunno why but it dosnt sem all that.

I think it might be better if robot abilities were a bonus for achiving a higher level.

What I mean is, you chose the robot mode, then every lever you get an extra stat in the ability (1 for lvl 1, 2 for lvl 2 ... 10 for lvl 10).

Anybody else think this is a better method for it? I have always felt that there needs to be a mroe obvious bonus for leveling up.
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Postby King Henrik » Thu Sep 20, 2007 10:18 am

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slade wrote:robot abilites seem legit.

check this out:

http://seibertron.com/heavymetalwar/vie ... _id=245621


lol those are one of my autobots(bactrack)...
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Postby slade » Thu Sep 20, 2007 10:24 am

sorry buddy-


so excited that HOCKEY SEASON IS STARTING!! :grin: :grin:

check out hfboards.com if you dont know about it already
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Postby QuietStorm » Thu Sep 20, 2007 11:14 am

The only thing that I've seen the RA do is basically level the playing field completely. Roughly all of my characters are winning their missions, but with the general average being around 1500-1700 xp. That's pathetic, especially when prior to the RA, my characters were pulling down the likes of 5-6k.

Seriously, not a fan. Yet.

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Re: Robot abilities

Postby Ramrider » Thu Sep 20, 2007 2:41 pm

Omega Sentinel wrote:
Netminder wrote:Wasn't int supposed to be used to help your mech decide who to attack? It's also supposed to be involved in the repair stat.
It is currently used in repair.
I am designing it to also increase your chances of hitting the opponent with the highest XP.

That's something I've been looking forward to for a long time - almost since I joined the game, actually. I take it that sort of replaces the planned italicised function (that is, to target opponents with high strength, high courage, high firepower, low endurance etc), which I imagine would be a lot more complicated to program?

Any idea what's happening with Rank, while we're on the subject? It was supposed to "increase success of group tactics", but all it does at the moment is allow you to buy better armour. It'd be nice if it actually had some bearing on leadership ability somehow - possibly playing on the 'group tactics' idea, maybe it could modify the RNG when a teammate tries to use a tactic...
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Postby Waylander » Thu Sep 20, 2007 2:49 pm

Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
Redimus wrote:The way robot abilities work right dosnt work for me, I dunno why but it dosnt sem all that.

I think it might be better if robot abilities were a bonus for achiving a higher level.

What I mean is, you chose the robot mode, then every lever you get an extra stat in the ability (1 for lvl 1, 2 for lvl 2 ... 10 for lvl 10).

Anybody else think this is a better method for it? I have always felt that there needs to be a mroe obvious bonus for leveling up.


kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.
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Postby Redimus » Thu Sep 20, 2007 3:23 pm

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Waylander wrote:
Redimus wrote:The way robot abilities work right dosnt work for me, I dunno why but it dosnt sem all that.

I think it might be better if robot abilities were a bonus for achiving a higher level.

What I mean is, you chose the robot mode, then every lever you get an extra stat in the ability (1 for lvl 1, 2 for lvl 2 ... 10 for lvl 10).

Anybody else think this is a better method for it? I have always felt that there needs to be a mroe obvious bonus for leveling up.


kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


FINALLY! Smeone else like myself who'd like to see this game with some slightly more RPGesque qualities.
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Postby Dr. Caelus » Thu Sep 20, 2007 3:44 pm

Waylander wrote:kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


Unfortunately, as far as I know, the game isn't built in such a way for that to work. There aren't any hitpoints - every bot has 100% health, and I don't think that can be changed without making a new game. Endurance and Armor effectively increase the value of each % of health the bot has, and well, we have plenty of ways to increase those - the only difference is increasing them raises your level, rather than vice versa.
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Postby Omega Sentinel » Thu Sep 20, 2007 3:46 pm

Caelus wrote:
Waylander wrote:kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


Unfortunately, as far as I know, the game isn't built in such a way for that to work. There aren't any hitpoints - every bot has 100% health, and I don't think that can be changed without making a new game. Endurance and Armor effectively increase the value of each % of health the bot has, and well, we have plenty of ways to increase those - the only difference is increasing them raises your level, rather than vice versa.
Actually this hit point deal may be doable. I could just change the verbage from % to points. The only programatic issue would be recoding the CR chamber to repair the new values properly.
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Postby Rat Convoy » Thu Sep 20, 2007 3:58 pm

Redimus wrote:
Waylander wrote:
Redimus wrote:The way robot abilities work right dosnt work for me, I dunno why but it dosnt sem all that.

I think it might be better if robot abilities were a bonus for achiving a higher level.

What I mean is, you chose the robot mode, then every lever you get an extra stat in the ability (1 for lvl 1, 2 for lvl 2 ... 10 for lvl 10).

Anybody else think this is a better method for it? I have always felt that there needs to be a mroe obvious bonus for leveling up.


kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


FINALLY! Smeone else like myself who'd like to see this game with some slightly more RPGesque qualities.


You guys aren't the only ones. I have to say I kind of like both the robot abilities by level and the extra hit points ideas...
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Postby Redimus » Thu Sep 20, 2007 4:17 pm

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Weapon: Null-Ray Rifle
Omega Sentinel wrote:
Caelus wrote:
Waylander wrote:kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


Unfortunately, as far as I know, the game isn't built in such a way for that to work. There aren't any hitpoints - every bot has 100% health, and I don't think that can be changed without making a new game. Endurance and Armor effectively increase the value of each % of health the bot has, and well, we have plenty of ways to increase those - the only difference is increasing them raises your level, rather than vice versa.
Actually this hit point deal may be doable. I could just change the verbage from % to points. The only programatic issue would be recoding the CR chamber to repair the new values properly.


It would make the extra cr costs per lvl make more sence as well as making it fairer. At the moment there is often more reson to stay down than go up a level, and whilst steps have been made to remidy that, these RPGesque ideas will help make the issue virtuly none existent (at least in my opinion).
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Postby Waylander » Thu Sep 20, 2007 5:03 pm

Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
Omega Sentinel wrote:
Caelus wrote:
Waylander wrote:kind of,i have always wanted different hit points per LVL,say
100=LVL0
110=LVL1
120=LVL2
and so on
just my thought on LVL hit points.a higher lvl should have a little more.


Unfortunately, as far as I know, the game isn't built in such a way for that to work. There aren't any hitpoints - every bot has 100% health, and I don't think that can be changed without making a new game. Endurance and Armor effectively increase the value of each % of health the bot has, and well, we have plenty of ways to increase those - the only difference is increasing them raises your level, rather than vice versa.
Actually this hit point deal may be doable. I could just change the verbage from % to points. The only programatic issue would be recoding the CR chamber to repair the new values properly.


or you could add the .1% into the mix,that might work,but i am no programmer,but might help with having % damage taken in battles so you know how much life they have % wise.
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Postby Ramrider » Thu Sep 20, 2007 6:39 pm

Waylander wrote:or you could add the .1% into the mix,that might work,but i am no programmer,but might help with having % damage taken in battles so you know how much life they have % wise.

Not quite sure what you mean there...

I can sort of see the benefit of both sides, but it would be one or the other; either your bot has 100% health at the start, or x hit points.

The only real benefit in changing it (or possibly pitfall, I'm not sure which way it'd go) that I can see is for those strategic players who like to test different combinations of abilities and see how much damage they do to find an optimum setup.

Personally I'm perfectly happy with the percentage score; I think it gives a good at-a-glance view of where everyone stands during the battle. But if you wanted to port it to hit points instead, hell, I could live with that too.
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Postby Flashwave » Thu Sep 20, 2007 6:49 pm

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Ramrider wrote:
Waylander wrote:or you could add the .1% into the mix,that might work,but i am no programmer,but might help with having % damage taken in battles so you know how much life they have % wise.

Not quite sure what you mean there...

I can sort of see the benefit of both sides, but it would be one or the other; either your bot has 100% health at the start, or x hit points.

The only real benefit in changing it (or possibly pitfall, I'm not sure which way it'd go) that I can see is for those strategic players who like to test different combinations of abilities and see how much damage they do to find an optimum setup.

Personally I'm perfectly happy with the percentage score; I think it gives a good at-a-glance view of where everyone stands during the battle. But if you wanted to port it to hit points instead, hell, I could live with that too.


My gut says to go with the percents as well, as we're all basically the same robot. Hey, could you jugle some coding for the percentages to "appear" to be higher, to show the age/wisdom/wahtever,
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Postby Waylander » Thu Sep 20, 2007 7:07 pm

Motto: ""Leaders are visionaries with a poorly developed sense of fear and no concept of the odds against them.""
i was thinking of this to keep the % in the mission logs
for EXP.
LVL0=100 hitpoints=100%,1 damage is 1% hitpoints
LVL1=110 hitpoints=100%,1 damage is 1.1% hitpoints
LVL2=120 hitpoints=100%,1 damage is 1.2% hitpoints
and so on
so no matter how many hit points they have they take damage from 100% down like now,but each lvl would require it's own code,or one modified one.
so if you due 50% damage on a lvl 0, you due 45% on a lvl 1,40% on a lvl2,and so on. keeping whatever .% that remains in odd damage.
just a thought,don't even know if it can be done.
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Postby Ramrider » Thu Sep 20, 2007 8:03 pm

Unless I'm completely misinterpreting that, it doesn't make any sense at all.

If I understand correctly, you're proposing that we gain an extra 10 hit points each time we level up. That I can get my head round.

But what's this malarkey about "1 damage = 1.2% hit points"? You seem to be confusing your units. I think you mean "1% damage = 1.2 hit points". Sounds simple enough, but the RNG (if I understand) would take the damage in points. And for every hit point a shot inflicts at level 2, you'd wind up losing 0.83(recurring)% of your health... or 0.90909(recurring)% if you're at level 1.
...For instance. Does that sound so simple to calculate? I think not.

Besides, the way I see it, you shouldn't need a health boost when you level up anyway. Leveling up isn't a goal to be rewarded, so much as a means of keeping things even.
The rewards are your stat increases; the level boost is so you don't have too much of an advantage over your opponents, and you can take on other enemies who have gained similar experience.

If you want to last longer in the game, put some points into your Endurance stat... that's what it's there for...
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Postby Blitzwing_99 » Sun Sep 23, 2007 11:43 am

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alright so what do the two computational robot modes do? intelligence?
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Postby Stormwolf » Sun Sep 23, 2007 11:53 am

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Blitzwing_99 wrote:alright so what do the two computational robot modes do? intelligence?


Courage! :grin:
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Postby Blitzwing_99 » Sun Sep 23, 2007 8:16 pm

Motto: ""Tell me what's on your mind. Or I'll splatter it on the wall and see for myself!""
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Stormwolf wrote:
Blitzwing_99 wrote:alright so what do the two computational robot modes do? intelligence?


Courage! :grin:


Really?
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Postby Darth Vader » Wed Sep 26, 2007 7:21 pm

I skimmed through the readings here but...

Class: Assault
Desc: Designed To House Larger Firearms

Does this work the way it reads, or does it slowly make your current weapon's power stronger?
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Postby Killjoy » Wed Sep 26, 2007 8:02 pm

Darth Vader wrote:I skimmed through the readings here but...

Class: Assault
Desc: Designed To House Larger Firearms

Does this work the way it reads, or does it slowly make your current weapon's power stronger?


Read this post. It clears up all things for you. :P
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