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Campaign Question

PostPosted: Tue Oct 23, 2007 11:52 am
by sprockitz
Should campaigns be blind?

By blind I mean you can't see what your enemy looks like before the mission begins.

Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.

Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.

What do y'all think about campaign missions being blind?

Re: Campaign Question

PostPosted: Tue Oct 23, 2007 11:55 am
by Tammuz
sprockitz wrote:Should campaigns be blind?

By blind I mean you can't see what your enemy looks like before the mission begins.

Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.

Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.

What do y'all think about campaign missions being blind?


i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)

Re: Campaign Question

PostPosted: Tue Oct 23, 2007 11:57 am
by sprockitz
Tammuz wrote:
sprockitz wrote:Should campaigns be blind?

By blind I mean you can't see what your enemy looks like before the mission begins.

Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.

Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.

What do y'all think about campaign missions being blind?


i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)


good point, stats should be blind too...no more copycat bots (at least not directly).

Re: Campaign Question

PostPosted: Tue Oct 23, 2007 12:00 pm
by QuietStorm
sprockitz wrote:
Tammuz wrote:
sprockitz wrote:Should campaigns be blind?

By blind I mean you can't see what your enemy looks like before the mission begins.

Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.

Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.

What do y'all think about campaign missions being blind?


i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)


good point, stats should be blind too...no more copycat bots (at least not directly).


I don't know how many times I've tried to "copycat" someone only to A) not gain nearly the same amount of XP they do and B) completely suck. By not showing the Tactic stats, I think that's perfectly blind enough.

But then again, what do I know? I'm not hovering around Levels 9-12.

Word.

PostPosted: Tue Oct 23, 2007 12:09 pm
by Evolution Prime
I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.

Re: Campaign Question

PostPosted: Tue Oct 23, 2007 12:21 pm
by Tammuz
QuietStorm wrote:
sprockitz wrote:
Tammuz wrote:
sprockitz wrote:Should campaigns be blind?

By blind I mean you can't see what your enemy looks like before the mission begins.

Personally I think they should...it's more realistic...and takes away potential tactic mismatch advantages created because one team fills up faster than the other.

Possibly you could add spy ops and such down the road...but that moreso lets itself to a real time action game with spies, reinforcements, etc.

What do y'all think about campaign missions being blind?


i think V2 should be blind you get the level the alt mod the name and that's it(well maybe the xp otherwise you couldn't have a highscores page)


good point, stats should be blind too...no more copycat bots (at least not directly).


I don't know how many times I've tried to "copycat" someone only to A) not gain nearly the same amount of XP they do and B) completely suck. By not showing the Tactic stats, I think that's perfectly blind enough.

But then again, what do I know? I'm not hovering around Levels 9-12.

Word.


you do realise you can create a nested set of possible tactics from their xp left over from their setups,it's not that hard, usually its near the maximum, and a quick look at the last 5 mission logs should show whether they invest heavely in one or the other or both(as well as what missions they tend to fair well in)

PostPosted: Tue Oct 23, 2007 12:23 pm
by Vanguard
I like the idea. both the Autobots and Decepticons used Bumblebee and Laserbeak/Ravage for espionage operations to find out what the enemy were up to.

PostPosted: Tue Oct 23, 2007 12:42 pm
by sprockitz
I like the spying ideas, the challenge comes in with the real time aspect where you can't find out whose in a mission until people have actually joined the mission....so it still makes it a disadvantage to join early.

If you already in, finding out who else is in won't matter unless you can drop out before the mission starts.

One alternative might be staggered mission joining times. It gives a defensive advantage...where the offense creates the mission, then has 10-15 minutes to join (during which the defense can also join). After that time closes, then the defense gets 10 additional minutes to join…at which point they can see who the enemy is.

PostPosted: Tue Oct 23, 2007 12:49 pm
by y2si
i like the idea of blind missions, if only for the fact that if im in a rush, i don't check out everyone on the other side. it would also stop missions filling up 6-0 on one side, which is pointless for everyone!

PostPosted: Tue Oct 23, 2007 1:48 pm
by thenate
I would love it if some of the non-campaine missions did stuff like getting the campaine people info for a short period.

PostPosted: Tue Oct 23, 2007 2:24 pm
by Psychout
This sounds like a job for a cassette!

PostPosted: Tue Oct 23, 2007 2:34 pm
by Symbiote Spiderman14
Psychout wrote:This sounds like a job for a cassette!

if we were still in the 80's :P

PostPosted: Tue Oct 23, 2007 2:46 pm
by Psychout
Symbiote Spiderman14 wrote:
Psychout wrote:This sounds like a job for a cassette!

if we were still in the 80's :P

In my world it still is.

PostPosted: Tue Oct 23, 2007 2:50 pm
by Tammuz
Symbiote Spiderman14 wrote:
Psychout wrote:This sounds like a job for a cassette!

if we were still in the 80's :P


life was better in the 80's; AIDS was just a blip on the radar, the cold war ment we lived in fear of one final bomb, not continual bombing, men could get away with having perms, and tennis girls went commando

PostPosted: Wed Oct 24, 2007 12:03 am
by steve2275
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.
we need sensor builders now :lol:

PostPosted: Wed Oct 24, 2007 12:14 am
by Burn
Seems like a good idea to have "support bots"

Burn in the thread about expanding character slots wrote:Scouts - These little guys go out and scout out the enemy's defenses. They also may engage in combat with Guards.

Guards - Assigned to guard and defend your base (or sector, however OS is going to set it up) against any and all attacks. Think of it as a defense bonus for your sector. Guards may also spot Scout's and engage them in combat.

Medics - Assigned to help cut down cr chamber time. These guys WILL be prioritised to you DEPENDANT ON YOUR CONTRIBUTION TO THE FACTION'S ECONOMY! The more you support your faction's economy, the better chance you'll have of having your medics pulled from other duty to dedicate to your main bots.

Energon Miners - Like it says, these guys go out and mine energon. Any energon collected is divided up between you and your faction.

Weapons Expert - These guys are dedicated to helping keep the faction armoury stocked up. When deployed they'll spend their time manufacturing weapons.

Armourer - Like a weapons expert however these guys will help cut down install time for armour on the big bots.


Scouts in particular could help uncover information on enemy make up and movements.

PostPosted: Wed Oct 24, 2007 1:01 am
by steve2275
sure

PostPosted: Wed Oct 24, 2007 8:48 am
by Uncrazzimatic
I'm still in favour of the support characters if it ever gets implemented.

PostPosted: Wed Oct 24, 2007 10:55 am
by Tammuz
Burn wrote:Seems like a good idea to have "support bots"

Burn in the thread about expanding character slots wrote:Scouts - These little guys go out and scout out the enemy's defenses. They also may engage in combat with Guards.

Guards - Assigned to guard and defend your base (or sector, however OS is going to set it up) against any and all attacks. Think of it as a defense bonus for your sector. Guards may also spot Scout's and engage them in combat.

Medics - Assigned to help cut down cr chamber time. These guys WILL be prioritised to you DEPENDANT ON YOUR CONTRIBUTION TO THE FACTION'S ECONOMY! The more you support your faction's economy, the better chance you'll have of having your medics pulled from other duty to dedicate to your main bots.

Energon Miners - Like it says, these guys go out and mine energon. Any energon collected is divided up between you and your faction.

Weapons Expert - These guys are dedicated to helping keep the faction armoury stocked up. When deployed they'll spend their time manufacturing weapons.

Armourer - Like a weapons expert however these guys will help cut down install time for armour on the big bots.


Scouts in particular could help uncover information on enemy make up and movements.


can we have one for minicons too!

PostPosted: Wed Oct 24, 2007 11:05 am
by Dr. Caelus
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.


Da, setting it up as a territory-upgrade like the shields and turrets would be good.

And we need to add Combat Engineers to Burn's list. They would determine just how fast a faction could build their fortifications and territory-upgrades.

PostPosted: Wed Oct 24, 2007 5:18 pm
by Uncrazzimatic
Caelus wrote:
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.


Da, setting it up as a territory-upgrade like the shields and turrets would be good.

And we need to add Combat Engineers to Burn's list. They would determine just how fast a faction could build their fortifications and territory-upgrades.


Oooh I like that one. :D

PostPosted: Thu Oct 25, 2007 1:25 pm
by sumowrestler
I know we will be able to buy things for the military but are we going to have a chance to upgrade the economy any? I really like Burn's ideas which I can see helping out with the economy directly. My direction is something like bringing in more "business" in the territories.

PostPosted: Thu Oct 25, 2007 5:24 pm
by Uncrazzimatic
sumowrestler wrote:I know we will be able to buy things for the military but are we going to have a chance to upgrade the economy any? I really like Burn's ideas which I can see helping out with the economy directly. My direction is something like bringing in more "business" in the territories.


You know appart from Macadadam's I can't really think of any canon TF businesses on Cbertron. I always assumed they were robo-commies.

PostPosted: Thu Oct 25, 2007 5:56 pm
by Redimus
Evolution Prime wrote:I think it should start out blind. Then I think you should be able to add sensors down the line. The sensors could see numbers,who is involved, stats, things like that. Upgrading sensors will reveal more things.


I like this idea. I think that the defending teritory faction, being on their own turf, should have relativly cheap servalence equipment that can be installed in their teritory (and that might be able to be salvaged if the attackers are successful). Attacking armies should have to spend a lot more to be able to spy on enemy forces, perhaps having a buyable addon for individual tfs that allows them (when entered into a mission) to display the oposition line up for the rest of their side.

PostPosted: Thu Oct 25, 2007 7:28 pm
by sprockitz
what I'm seeing completely ignored by almost everyone is the fact that you can't see someone if they haven't joined yet. How would you address that in spying and the effects that has on fairness. These suggestions are all well and good but without some practical but simple way to implement it given the nature of the game they have no value.