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Yes. But I think a better option would be to treat transformations like a "special move" that would keep bots from having unlimited tactics every turn. That kind of setup would resolve the repairbot type issues we've had in the past and keep new options from being taken advantage of.Caelus wrote:Would the Triplechangers balance better if tactic upgrades affected your xp costs the way the rest of your upgrades do?
Caelus wrote:2 More Questions:
Would it be possible for players to choose their alt combinations, or will preassigned combos be the only way to go?
Could the coding for a Triplechanger be modified to code for Duocons as well? I figure the distinction being that Duocons would always execute two tactics, one immediately after the other, at a reduced strength or frequency.
"Slamdance attacks Squawkbox. Squawkbox transforms into an air animal and a land animal and avoids the attack. Squawkbox rams Slamdance."
Absolute Zero wrote:Caelus wrote:2 More Questions:
Would it be possible for players to choose their alt combinations, or will preassigned combos be the only way to go?
Could the coding for a Triplechanger be modified to code for Duocons as well? I figure the distinction being that Duocons would always execute two tactics, one immediately after the other, at a reduced strength or frequency.
"Slamdance attacks Squawkbox. Squawkbox transforms into an air animal and a land animal and avoids the attack. Squawkbox rams Slamdance."
Isn't Squawkbox a combiner?
crazyfists wrote:Actually, triple changes might have two tactics. Not every alt has 2, so I guess it would be possible to have triple changes with only two tactics - one per alt.
Rat Convoy wrote:I think the best way to implement triple changers is through bringing back robot modes. Instead of having robot modes give a static stat boost (which proved to be unbalanced given the math of the game), have the robot mode instead give a new tactic, reflavored to reflect the special abilities of certain TFs such as holograms, teleportation, grappler lines, whatever. A triple-changer would essentially be choosing an extra vehicular tactic as your robot mode ability rather than a dedicated robot mode ability.
That implements a number of things people want and is easy as heck to balance within the game.
Original Sin wrote:Rat Convoy wrote:I think the best way to implement triple changers is through bringing back robot modes. Instead of having robot modes give a static stat boost (which proved to be unbalanced given the math of the game), have the robot mode instead give a new tactic, reflavored to reflect the special abilities of certain TFs such as holograms, teleportation, grappler lines, whatever. A triple-changer would essentially be choosing an extra vehicular tactic as your robot mode ability rather than a dedicated robot mode ability.
That implements a number of things people want and is easy as heck to balance within the game.
I like that idea
Psychout wrote:Ratty's idea could work nicely, attaching special abilities to the botmode and tactics to the alts. It could also be the route to adding Gestalts eventually?
Psychout wrote:Ratty's idea could work nicely, attaching special abilities to the botmode and tactics to the alts. It could also be the route to adding Gestalts eventually?
Wingspan wrote:or the upgrades to it affect levels.
Psychout wrote:Gestalts have always been the grail of HMW as they are incredibly hard to fit into a game of this style. The problems of not being able to to put your bots together in the same mission is the biggest, then there is the distribution of xp amongst the combining group, the fact that you only transform to execute a tactic and then revert back to robot mode meaning that sustained combination is impossible (and that they are supposed to be extremely rare) all lead them to be near impossible to implement.
In the same way as adding the ability to triple change to a bot, adding the ability to link with (multiple) others in a mission for a more powerful attack could lift the emphasis off 'special' alts and would make more sense.
And on your other point; teleportation, invisibility, stealth, holograms... all could be modifications of avoid. We currently have multi-attack, dodge and direct damage (+stun) abilities which id hazard a guess cover 90% of the robot mode gimmicks out there.
Triplechanging could be as simple as adding an extra tactic from the list via the robot mode.
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