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The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 5:18 pm
by Omega Sentinel
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.

PostPosted: Wed Oct 17, 2007 5:19 pm
by Uncrazzimatic
Copied for the con forum.

Re: The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 5:19 pm
by Mogwai Prime
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.


So if one faction controlls all territories and shields them, what happens then?

Re: The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 5:21 pm
by Omega Sentinel
Mogwai Prime wrote:So if one faction controlls all territories and shields them, what happens then?
The losers are in a world of hurt and should probably make an alliance :P

There will actually be a purpose to playing this game...New concept for HMW :P

PostPosted: Wed Oct 17, 2007 5:21 pm
by Chaoslock
:shock:
Talk about scratching the surface...
As it looks, HMW V1 will be to V2 as if we had compared the Colosseum to the Roman Empire...

PostPosted: Wed Oct 17, 2007 5:24 pm
by Burn
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 ...

Re: The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 5:25 pm
by devast8or
Omega Sentinel wrote:There will actually be a purpose to playing this game...New concept for HMW :P

Crud, i'm not used to thinking while clicking...
:P

PostPosted: Wed Oct 17, 2007 5:27 pm
by Omega Sentinel
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 ...
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.

PostPosted: Wed Oct 17, 2007 5:28 pm
by Evolution Prime
Sweet. To the War Room to start brainstorming battle plans....

PostPosted: Wed Oct 17, 2007 5:29 pm
by Uncrazzimatic
Omega Sentinel wrote:
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 ...
Yeah, but there just isn't enough time to implement anything else before the launch.


O RLY? So is the launch coming soon?

PostPosted: Wed Oct 17, 2007 5:29 pm
by Knight Hawk
:shock: WOW, hopefullyV2 gets here quick as i am soooo excited to see this in action!

PostPosted: Wed Oct 17, 2007 5:32 pm
by Mkall
Uncrazzimatic wrote:
Omega Sentinel wrote:
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 ...
Yeah, but there just isn't enough time to implement anything else before the launch.


O RLY? So is the launch coming soon?

All I can say is that it had better launch during one of my 4 days off periods. This is looking cooler and cooler.

PostPosted: Wed Oct 17, 2007 5:42 pm
by Rat Convoy
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.

PostPosted: Wed Oct 17, 2007 5:48 pm
by Waylander
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.


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.

PostPosted: Wed Oct 17, 2007 6:19 pm
by sprockitz
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
2. Force Fields and Turrets
-Are they lost if you lose the territory (I'm assuming yes)
-More importantly what is the turret strength (will it be a mean level turret for whatever levels the mission involve)
3. Troop Deployment
-Will this require an active slot (please say no)...(assuming active slots will work the same)

Umm, I have a few more but they are probably more than need be shared at this point.

I'm pumped, sounds like we aren't very far away...hmm must know so I can schedule my vacation :P

PostPosted: Wed Oct 17, 2007 6:38 pm
by Omega Sentinel
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.
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.

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.
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.

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
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:2. Force Fields and Turrets
-Are they lost if you lose the territory (I'm assuming yes)
yep

sprockitz wrote: -More importantly what is the turret strength (will it be a mean level turret for whatever levels the mission involve)
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:3. Troop Deployment
-Will this require an active slot (please say no)...(assuming active slots will work the same)
Just like armor. They need to be active to deploy but will move to inactive while travelling.

PostPosted: Wed Oct 17, 2007 6:59 pm
by Burn
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? :???:

PostPosted: Wed Oct 17, 2007 7:12 pm
by Omega Sentinel
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. You are right. The map is it's own piece.
Some players want to maintain the mindless clicking into missions at work. They will still have that option in the "missions" section.

Re: The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 7:16 pm
by Psychout
Will missions have any (direct) bearing on the campaign outcome?

Re: The Map - Info You've Been Dying to Hear :)

PostPosted: Wed Oct 17, 2007 7:19 pm
by Omega Sentinel
Psychout wrote:Will missions have any (direct) bearing on the campaign outcome?
Nope. But players involved in the campaigns will probably advance quicker.

PostPosted: Wed Oct 17, 2007 7:27 pm
by Rat Convoy
So what purpose do missions serve?

PostPosted: Wed Oct 17, 2007 7:29 pm
by Uncrazzimatic
Deadboy wrote:So what purpose do missions serve?


I guess they're just there so people who are happy to mindlessly click don't have to change their habits.

PostPosted: Wed Oct 17, 2007 7:36 pm
by Burn
So basically you're going to have some people dedicated to campaigns, winning territories and resources for the faction, while other faction members sit in the arena or missions doing nothing?

This was one of the biggest complaints when tournaments were run. "Too many arena dwellers".

Having missions running concurrently with campaigns which determine resources available to factions will just make such animosity full time and worse than ever. :shock:

PostPosted: Wed Oct 17, 2007 7:37 pm
by Yoru Ookami
Deadboy wrote:So what purpose do missions serve?

Well, I know for me, I probably won't always have the time to spend making sure I'm putting my mechs in the right spots to help my faction, but I will have enough time to mindlessly throw my mechs into a mission or the arena. For instance, when I'm studying. And I know that some people are able to get on for brief moments while they are at work or school, and a quick mission would probably be easier for them too. I'm glad they are still going to be around, though most of my time will probably be spent on the map.

PostPosted: Wed Oct 17, 2007 7:40 pm
by Scantron
Similar to Psychout's question, will missions have any indirect bearing on the campaign outcome? For instance, missions wouldn't change control of territory, but could allow the winning faction to acquire some useful resource; like the missions we had in the past to acquire armor materials.