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got IDEAS for the GAME post here.

PostPosted: Thu Oct 25, 2007 9:37 pm
by Waylander
new tactic
(BURST-a 3 round long ranged attack)
if fireblast is a (Semi-auto- 1 shot),and Strafe is like a (full- auto-multi shot)why not have (Burst-a 3 round shot) added to the game. this could be added as a tactic or too weapons with little damage for there stat cost.

also some alt modes could get a extra rarely used ,damage less tactic to help fit there class more.(only works when already in ALT-MODE or transforming from Alt-mode- to robot mode afterwards,and doesn't defend V's tactics)

Smoke screen-fire a smoke shell to conceal movement (for a limited time) V's ground/sea fire(works both ways).ships,tanks,hovercraft.

Chaff- fire flares to avoid ground to air fire (turrets and the like).planes,jets.

Swerve- dodge a incoming attack. ground car-truck alt-modes

Dodge- dodge a incoming attack. land based animals

Sub-merge- dodge a incoming attack. sea critters/subs

evasive action- dodge a incoming attack. air animals

Deflect- deflect a incoming attack. base's,larger alt-modes

Stats wouldn't interfere with it,just a lil extra rarity for having the ALT.

i know we already Miss/dodge some attacks,as is but i think this would add some flavor to the game,at no real cost.or they could replace avoid in some alt classes,so avoid has other options for different alt classes.



also i have always wanted this.

Duel Weapons=the ability to have /switch between a long ranged(rifle)-and a short ranged(sword) in robot mode.

being even in the first TF cartoon/new movie they have short ranged weapon and a long ranged one. switching would be random,but i think it would be a nice thing to have.

wishful thinking i know,(i Have more/i will spare you at this time)but why not bring it up,just mite happen someday.

PostPosted: Fri Oct 26, 2007 1:13 am
by steve2275
koo

PostPosted: Fri Oct 26, 2007 1:44 am
by Rampage01
I feel that I should nitpick about how chaff and flares are two different things, what with chaff being intended to crowd radar with lots of extra return signals and flares inteded to confuse heat based tracking systems with lots of extra heat signitures. ;;)

Re: some ideas to kick around.

PostPosted: Fri Oct 26, 2007 3:35 am
by Psychout
Waylander wrote:Submerge - Dodge a incoming attack. Sea critters/subs.


The Stealth tactic for sea-based alts? Nice.

PostPosted: Fri Oct 26, 2007 7:30 am
by Ouroboros
If it's alright I want to throw something in here about the current stats, and how I think they should work in V2:

Strength: Increase attack power OR allow for more armour (armour nulifies extra damage), allows for more damage from melee weapons.
Intelligence: Better decisions (better use of attacks and tactics), improves accuracy of melee combat.
Speed: Makes you harder to hit (unrelated to avoid), increases combo attacks (attacks one after the other within seconds).
Endurance: Decreases damage taken, chance of causing (slight) damage to opponent after attack.
Rank: Ability to wear better armour, Increases attack frequency of other allied bots due to leadership (not as effective as courage).
Courage: Increase action frequency (attack and tactic), less likely to retreat (unless very low on energy (also assuming retreat occurs one bot at a time)).
Firepower: Wield better guns, improve accuracy of guns (maybe dual wielding equivalent to level of firepower).
Skill: Wield better melee weapons, greater chance to link tactics and attacks (dodge, THEN attack afterwards) (maybe dual wielding equivalent to level of skill).

On top of passively improving tactics, this, I think, makes the choice of stats more rounded for choice (rather than choose this a couple of times, THEN that).

Any critisism appreciated.

PostPosted: Fri Oct 26, 2007 4:09 pm
by Knives
Hollow One wrote:If it's alright I want to throw something in here about the current stats, and how I think they should work in V2:

Strength: Increase attack power OR allow for more armour (armour nulifies extra damage), allows for more damage from melee weapons.
Intelligence: Better decisions (better use of attacks and tactics), improves accuracy of melee combat.
Speed: Makes you harder to hit (unrelated to avoid), increases combo attacks (attacks one after the other within seconds).
Endurance: Decreases damage taken, chance of causing (slight) damage to opponent after attack.
Rank: Ability to wear better armour, Increases attack frequency of other allied bots due to leadership (not as effective as courage).
Courage: Increase action frequency (attack and tactic), less likely to retreat (unless very low on energy (also assuming retreat occurs one bot at a time)).
Firepower: Wield better guns, improve accuracy of guns (maybe dual wielding equivalent to level of firepower).
Skill: Wield better melee weapons, greater chance to link tactics and attacks (dodge, THEN attack afterwards) (maybe dual wielding equivalent to level of skill).

On top of passively improving tactics, this, I think, makes the choice of stats more rounded for choice (rather than choose this a couple of times, THEN that).

Any critisism appreciated.

I would have to say no on the STR. change. Having to choose between melee damage and armour would penalize bots who specialize in taking hits better.

PostPosted: Sat Oct 27, 2007 9:16 am
by Stormwolf
I kicked some ideas for various classes around for a while, but I came up with some revamped class ideas:

Leader: Raises the Courage, strength, firepower and rank stat with 1 point for each two levels. You can only have on leader TF.

Triggerbot/Triggercon: Simply a renamed assault class. Only now we'd get a special long range weapon that is built into the TF. It pretty much works as a dual weapon of sorts.

Headmaster: A TF gains the headmaster capability + a intelligence bonus.

Targetmaster: A TF gains the headmaster capability + a firepowerbonus.

Combiner: A combiner class TF can combine with others.

Triplechanger: Unlocks a secondary alt. The level of this class is relevant for frequency this alt is used.

PostPosted: Sat Oct 27, 2007 10:44 am
by Razor One
The addition of "Innate" Talents for each bot. Once you choose it, you're stuck with it until you reset.

Lethal Weapon - Increases Damage caused by melee weaponry

Sharpshooter - Increases Damage caused by ranged weaponry

Hardened Armor - Increases the max "Health" of your bot

Tinker - Increases the amount you repair

Cyber-Assimilation - Each time your bot stasis lock's an enemy bot, you repair yourself for a small amount

Nano-Friendly - Increases the amount your bot get's repaired for when a friendly target repairs you by a small amount

Berserker - Each attack against your bot has a small chance of sending him berserk, doubling attack frequency and damage for {Insert Balanced Duration Here}

PostPosted: Sat Oct 27, 2007 12:37 pm
by City Commander
I like the ideas floating around this thread alot!

PostPosted: Sat Oct 27, 2007 5:46 pm
by Ouroboros
Waylander, I think a rename is in order, this thread has borne a new purpose.

Keep the idea's coming people, someone might pick up on them if they're good!

PostPosted: Sat Oct 27, 2007 8:21 pm
by Waylander
was thinking about that myself.
Hollow One wrote:Waylander, I think a rename is in order, this thread has borne a new purpose.

Keep the idea's coming people, someone might pick up on them if they're good!


renamed for it's function.

also in my first post I made a few tactics out of them,but i still think some could be used as a added tactic to some alts.

Swerve-
dodge a incoming attack. ground car-truck alt-modes(take place of AVOID)

Dodge-
dodge a incoming attack. land based animals(take place of AVOID)

Submerge-
dodge a incoming attack. sea critters/subs (could take place of AVOID,or be a underwater Stealth option)

evasive action-
dodge a incoming attack. air animals( this could be used in many alt classes as AVOID is used now.)

Deflect-
deflect a incoming attack. base's,larger alt-modes
(take place of ABSORB,never really liked absorb much,it reminds me of a sponge or something ,but if it is going to be soaking up damage, deflect would have some of the damage bounce off,and take some then soak some up and take some.)

Fury-or-Frenzy-
land multiple attacks-for animals

Maul-or-Bash-
strong double attack-for animals-(could even be a tactic in a 3 attack tactic combo that makes you attack one target with both other tactics.)just a thought.

Stalk-
Stealth for animals

Pounce-
to jump on a target,knock down,and surprise them. single attack with good damage. for predator ALTS instead of RAM.

could make another class like large land animal for all factions ,never really liked the idea of predator alts ramming-
Predator -[Pounce/Slash/Bite]- lion,puma,tiger,and such.
Small Predator-[Stalk/Pounce/Bite]- snakes,small predators.
Large Predator -[Bite/slash/Maul] big meat eating dino's

i have more but no time to post :) maybe later down the road,keep the ideas coming :)

PostPosted: Sun Oct 28, 2007 12:21 am
by GreenLantern of Cybertron
How about faction eclusive tactics like:
"Canabalize" (eat the defeated animals to get more life) or "Cybervenom" (paralyse) for Preds
"Sneak Attack" (pull and extra attack before battle starts) for Decepicons
"Human Allies" (some extra support from their allies) for the Autobots
"no idea" for the Maximals... sorry

its just a thought.

PostPosted: Sun Oct 28, 2007 6:40 am
by Ouroboros
GreenLantern of Cybertron wrote:"no idea" for the Maximals... sorry


And lets keep it that way me laddy!

On a minor note until I stew up a better idea, since the tripledipper is hereby worthless, why don't we change it's function to negate all damage from tactic attacks, like what it does for triplechangers now but not restricted to triplechangers. It would, in effect, be a deflecter for tactic attacks but won't protect against normal attacks.

PostPosted: Sun Oct 28, 2007 8:28 am
by Tammuz
GreenLantern of Cybertron wrote:How about faction eclusive tactics like:
"Canabalize" (eat the defeated animals to get more life) or "Cybervenom" (paralyse) for Preds
"Sneak Attack" (pull and extra attack before battle starts) for Decepicons
"Human Allies" (some extra support from their allies) for the Autobots
"no idea" for the Maximals... sorry

its just a thought.


Strafe was originally a decepticon only tactic, this is incredibly hard to make fair unless you give very similiar(identical) tactics with different names out(which kinda defeats the point

i also wonder how many peeps will write characters who RPwise have a faction only skill that isn't their factions; Tammuz is human but i'm not about to help out the bots, etc and there are plenty of Humans who helped out the bad guys Berger, Archeville, Alexis, Lori, the president of carbombya.

though i do like these tactics

PostPosted: Mon Oct 29, 2007 1:36 am
by GreenLantern of Cybertron
Well defenatly the beasts need some exclusive tactics from the machines, and vice versa.

They have differing resourses and technologies.
for example the "human allies" thing could be a bot/con thing.

PostPosted: Mon Oct 29, 2007 7:10 am
by Me, Grimlock!
This might not be a tactic, but there should be a guage in the upgrade page to see how many upgrades you need to hit the next level, exactly as there is in the character profile pages.

PostPosted: Mon Oct 29, 2007 8:04 am
by Archanubis
Hollow One wrote:Strength: Increase attack power OR allow for more armour (armour nulifies extra damage), allows for more damage from melee weapons.

I think it should be increase attack power (kicks, punches and melee weaponry) AND wear more armor; after all, the stronger you are, you should be able to carry more weight, in theory. I was suggest that the amount and type of armor a character weilds should negatively effect speed; a bot with 8 tons of iron is going to be quicker than a bot with 10 tons of iron, but not quite as fast as a bot with 8 tons of aluminum.

Hollow One wrote:Intelligence: Better decisions (better use of attacks and tactics), improves accuracy of melee combat.

I agree with the decisions part, but I think weapon accuracy should be relagated to skill. However, Intelligence could help accuracy, in that the bot hits a critical or damaged point, rather than just hitting the target wildly.

Hollow One wrote:Speed: Makes you harder to hit (unrelated to avoid), increases combo attacks (attacks one after the other within seconds).

No problem here; I would also suggest that the bot could "attack faster," though not more frequently (that would be courage). It would be negatively affected by the amount and type of armor a bot is wearing (see Strength).

Hollow One wrote:Endurance: Decreases damage taken, chance of causing (slight) damage to opponent after attack.

I think this needs to be re-written to say "Decreases damage taken, decreases tactic effects, decreases chance of sustaining damage on self after attack."

Hollow One wrote:Rank: Ability to wear better armour, Increases attack frequency of other allied bots due to leadership (not as effective as courage).
Courage: Increase action frequency (attack and tactic), less likely to retreat (unless very low on energy (also assuming retreat occurs one bot at a time)).

Works for me

Hollow One wrote:Firepower: Wield better guns, improve accuracy of guns (maybe dual wielding equivalent to level of firepower).

Again, I believe accuracy, whether with long or close range weapons, should depend on Skill.

Hollow One wrote:Skill: Wield better melee weapons, greater chance to link tactics and attacks (dodge, THEN attack afterwards) (maybe dual wielding equivalent to level of skill).

I have no problem with what's been offered here, but I would include attack accuracy on this list. After all, it doesn't do you much good if you've got a powerful weapon and a quick draw if you can't even hit whatever you're aiming at. Intelligence, on a small extent, could be a feeder into this.

Also copying my earlier weapons suggestions here:
As most of us are aware, the current weapons chart is, for lack of a better term, hosed; we have at least one weapon that has the potential to inflict "incredible" damage that available with an investment of 3FRP, for crying out loud. What I propose is, in regards to ranged weapons, like guns and cannons, to tie the amount of Firepower it takes to "unlock" a weapon with the maximum end of its damage range. As an example, I include the chart below:

Image

The amount of Firepower needed to unlock a weapon would also determine its range of damage; for example, a 5 FRP would have a damage range of of moderate to heavy versus a 4 FRP weapon that could have a range of light to heavy. Skill could also play into this; the higher the skill requirement, the smaller the range of damage. The trade off on this would be in a weapon's "recharge time"; the greater the damage potential, the slower its rate of fire. A cannon can cause more destruction than a rifle, but, in theory, a rifle has a higher rate of fire. This would also depend on the weapon type, of course; a Gatling gun can create the same damage as a cannon and, hypothetically, be loaded as fast as a rifle.

Some ranged weapons, like the Sniper Rifle for example, could have a higher Skill requirement to unlock its use than Firepower. At its most basic, a sniper rifle is just a regular rifle with a sight, but it takes a a great degree of training and skill to be a sniper; therefore, the game's Sniper Rifle could have a requirement of 3FRP, 5SKL (just as an example).

Melee weapons (swords, maces, and axes) would be more dependent on Skill for it damage potential. Firepower could still be used, depending on the type of weapon, but it would be to a lesser degree. A melee weapon damage potential would also be dependant on Strength; it would be to a somewhat lesser extant than Skill, but considerably more than Firepower. After all, that sword's not going to do anyone any good if the bearer can't so much as lift it. :P

These values would, of course, been hidden from regular players, as the protection values for armor is now.

PostPosted: Mon Oct 29, 2007 8:35 am
by Knightrun
I'm really new to this game, so I'm not terribly familiar with all the mechanics involved. However, the one thing I can say I'd like to see in V2 is more alt mode images to choose from, and I'm guessing that'd be a pretty simple thing to work in. Not more classes, mind you, just more specific pics. Or maybe a way to rename the pics themselves. My Knightrun character is supposed to be a late model Mustang, but the closest I could come was the Trans-Am pic... which is honestly close enough, but I hate being stuck with the "Trans-Am" alt mode description in my specs.

JMHO.

This game freakin' ROCKS, BTW. :shock:

~K

PostPosted: Mon Oct 29, 2007 3:31 pm
by Ouroboros
Formerly Thunderscream wrote:A quick summary of my ideas


Thanks for the feedback on that Thunderscream.

For the majority of your objections, I wanted to try and keep the system simplified (such as keep armour related to strength). I'll take it away and come back with a more balanced idea, I'm not expecting it to be implemented in V2, but I would like to get my ideas out at least.

PostPosted: Mon Oct 29, 2007 3:31 pm
by Rat Convoy
For the most part, I agree with T-Scream. Skill definitely ought to affect chances to hit with weapons, not Firepower. Intelligence definitely ought to allow the bot to hit critical areas, I've always thought a critical hit system would be perfect to make Intelligence more relevant. Speed making you attack faster is perfect.

The only place I'll disagee is that I'm not sure if I like having more armor decrease Speed; this is pretty much slapping something that's already a little on the weak side in the current high-level meta-game, Speed/Avoid bots, with yet another handicap in that they won't be able to have lots of armor. Great for realism, not so much for balance.

PostPosted: Mon Oct 29, 2007 5:46 pm
by GreenLantern of Cybertron
I know this Idea was tossed up and smacked down a billion times, but...

I still want Nameable signature weapons for our bots,
You know like the real transformers get.
Like Prowl's acid pellet gun, or Starscream's Null Rays.

Transformers seem to rarely use weapons that dont come with their bodies, I think beast Wars was the only time they had to.

Sure I know some of you wont like the idea of some guy out-gunning you with his pistol, and you are using some kind of Matrix powered Trans-Dimentional Death Cannon.

But if that guy wants a really strong pistol because it matches his character, or he just really likes pistols, he should be able to have it.

This is how I see it working:

1. Name your weapon
Your Target master is named from the same slot as your weapon name.

2. Check off whether its melee or ranged.

3. for every point of strength (for melee) or Firepower (for ranged) you can increase your weapon stats by one point.

The stats are:
Power
Recharge
Targeting

the max for each stat is 15 (10 in str/fpr + 5 from assault type bot)

This game is about using our own transfromer fan chars in battle, restricting us to use pre-set weapons is an odd choice.

PostPosted: Mon Oct 29, 2007 8:22 pm
by Venomous Prime
GreenLantern of Cybertron wrote:I know this Idea was tossed up and smacked down a billion times, but...

I still want Nameable signature weapons for our bots,
You know like the real transformers get.
Like Prowl's acid pellet gun, or Starscream's Null Rays.

Transformers seem to rarely use weapons that dont come with their bodies, I think beast Wars was the only time they had to.

Sure I know some of you wont like the idea of some guy out-gunning you with his pistol, and you are using some kind of Matrix powered Trans-Dimentional Death Cannon.

But if that guy wants a really strong pistol because it matches his character, or he just really likes pistols, he should be able to have it.

This is how I see it working:

1. Name your weapon
Your Target master is named from the same slot as your weapon name.

2. Check off whether its melee or ranged.

3. for every point of strength (for melee) or Firepower (for ranged) you can increase your weapon stats by one point.

The stats are:
Power
Recharge
Targeting

the max for each stat is 15 (10 in str/fpr + 5 from assault type bot)

This game is about using our own transfromer fan chars in battle, restricting us to use pre-set weapons is an odd choice.


You just want a power ring :P

PostPosted: Mon Oct 29, 2007 8:52 pm
by Waylander
todays idea V2 battle records stats

i was wondering if a automatic record could be taken (team or TF wise) of how many times they fought for (ATT/DEF) of each area in the game,this could be useful for bragging,or for the Leader to figure out who there best/most active teams are and place them where they will do the most good,it could be just a list of each area a team is active in on the map with a date from start to finish(10/30/07-12/12/07)and a number for the amount of missions with ATT for attack,or DEF for defence at the end,or even with won,lose,total-att/def.
EXP
Vos (10/30/07-12/12/07) (1343/657/2000)ATT
Darkmount (11/02/07-12/20/07) (1300/400/1700)DEF

added to team listing in a box or something.

just another idea to kick around some.

PostPosted: Mon Oct 29, 2007 9:04 pm
by Absolute Zero
Waylander wrote:todays idea V2 battle records stats

i was wondering if a automatic record could be taken (team or TF wise) of how many times they fought for (ATT/DEF) of each area in the game,this could be useful for bragging,or for the Leader to figure out who there best/most active teams are and place them where they will do the most good,it could be just a list of each area a team is active in on the map with a date from start to finish(10/30/07-12/12/07)and a number for the amount of missions with ATT for attack,or DEF for defence at the end,or even with won,lose,total-att/def.
EXP
Vos (10/30/07-12/12/07) (1343/657/2000)ATT
Darkmount (11/02/07-12/20/07) (1300/400/1700)DEF

added to team listing in a box or something.

just another idea to kick around some.


This is a good idea.

PostPosted: Mon Oct 29, 2007 9:56 pm
by GreenLantern of Cybertron
Original Sin wrote:
GreenLantern of Cybertron wrote:I know this Idea was tossed up and smacked down a billion times, but...

I still want Nameable signature weapons for our bots,
You know like the real transformers get.
Like Prowl's acid pellet gun, or Starscream's Null Rays.

Transformers seem to rarely use weapons that dont come with their bodies, I think beast Wars was the only time they had to.

Sure I know some of you wont like the idea of some guy out-gunning you with his pistol, and you are using some kind of Matrix powered Trans-Dimentional Death Cannon.

But if that guy wants a really strong pistol because it matches his character, or he just really likes pistols, he should be able to have it.

This is how I see it working:

1. Name your weapon
Your Target master is named from the same slot as your weapon name.

2. Check off whether its melee or ranged.

3. for every point of strength (for melee) or Firepower (for ranged) you can increase your weapon stats by one point.

The stats are:
Power
Recharge
Targeting

the max for each stat is 15 (10 in str/fpr + 5 from assault type bot)

This game is about using our own transfromer fan chars in battle, restricting us to use pre-set weapons is an odd choice.


You just want a power ring :P
Ssssshhhhh... Quiet You!