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Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 3:05 am
by Burn
Okay guys, first and foremost i'm going to lay down some ground rules.
This thread is NOT for discussion, it's merely for you to pop your ideas and suggestions (including ways you think they could work) in for what you'd like to see in the next version of the game that Moggy's developing.
We'll use this thread to pull ideas out, and then we'll discuss them and try to make them workable.
Please PLEASE DO NOT HAVE DISCUSSIONS IN THIS THREAD
If you disagree with someone's wish list, keep it to yourself. Anything posted in here is NOT guaranteed a place in the final game.
So let's hear them!
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 10:59 am
by Me, Grimlock!
Regular data backups
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 11:32 am
by Name_Violation
actual numbers or percentages for weapons instead of "light to tubular"
and numbers for armor stats.
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 1:29 pm
by Kaijubot
In no particular order...
1) Beast Modes
2) Not having to hunt down the alt mode you want (Don't mind Alt rotation, but having to play until the alt you want "drops"? Really irritating.)
3) Beast factions, even if just as Bot/Con with different badges)
"Partner" robots (Minicons, Targetmasters, etc.)
4) Meaningful non-time intesive play options for those of us who are lucky to average 2 or 3 hours a day playing the game sometimes.
5) Narrower level bands. I dislike having to face level 3 characters with my level 1 team.
6) The option to send multiple members of my team into the same mission.
7) Triple-changers.
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 3:53 pm
by Symbiote Spiderman14
Don't know if this would work but what about damaging specific parts affecting stats. Example severely damaging legs would reduce speed,severely damaging hands reduces weapon accuracy ect..
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 5:37 pm
by Redimus
Symbiote Spiderman14 wrote:Don't know if this would work but what about damaging specific parts affecting stats. Example severely damaging legs would reduce speed,severely damaging hands reduces weapon accuracy ect..
I'd very much like to see that too.
From a mechanics/mathimatics point of view, I think it would be a good idea to use a system at least inspired by the DnD system. If nothing else, why waste your time developing a gameplay system when one's already there to use, and has been around so long that all thek inks have been worked out by and large.
Also all the 'defensive mode' stuff talked about in the other thread allowing players to wait for missions in the same way we wait for arena bouts now, and allowing them to keep playing until the charecter finally pops it, or they withdraw the charecter for repair/redeployment.
Finally, larger missions with the ability to play more than one member of your team in them (preferably more than 2 too)
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 5:55 pm
by Raphael Prime
1) (Same as Kaiju) Beast factions. I know the seperate factions are planned for a expansion, but if it's possible to have the badges even under the Autobot/Decepticon ranks.
2) Loot. I wouldn't mind finding some loot after missions besides just money/energon. Be it whatever would work within the game, a low class weapon, clues about a hidden protoform(leading to you being able to expand your team...depending on how new team members are done), and possible exchangable items for rare/exclusive alt modes/bot modes.
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 5:59 pm
by Name_Violation
gotta say it. gestalts.
and duo cons, head/target/brain/power masters (screw mini cons

)
maybe a "Summon" tactic, ie soundwaves/blasters cassettes
combos like megatron transforms into a gun/cannon, col mustard fires megatron.
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 21, 2009 6:09 pm
by Psychout
non-humanoid robot modes (ravage, steeljaw etc)
Re: Your HMW 2.0 Wishlist

Posted:
Sat Aug 22, 2009 8:28 am
by Bloodlust
Most of it has been said.
Triplechangers
Gestalts
mini bots....ex cassettes
New and effective tactics - ex sabotage - severely cripple one member of opposing team, reprogram - cause opponent to fight for you, trample - ram multiple targets, Berserk - increased melee damage when critically wounded...blah blah blah
Multiple team missions
Gestalt team only missions?
Re: Your HMW 2.0 Wishlist

Posted:
Sat Aug 22, 2009 11:15 am
by Psychout
Just a bunch of general thoughts...
A giant map with seperate zones
The ability for people to group up and raid well defended areas
Advanced altmodes, tactics, weapons and armour to unlock as the game progresses
Local influences to have an effect on battles (i.e. empties, mutants, rust sea)
Canon characters to beat down
Character size advantages/disadvantages
Ironman challenges where you have to win multiple missions without going ito stasis lock or CR
The possible inclusion of (relevant) player fanfiction into the game as limited subplots
Re: Your HMW 2.0 Wishlist

Posted:
Sat Aug 22, 2009 6:58 pm
by Absolute Zero
More tactics with less general names.
Branching tactics. Something like the DnD feats for instance. Power attack lets you learn cleave, which lets you learn greater cleave,
Customizable weapons. Not the ability to name them, but the ability to mod them with parts found on the battlefield or in shops. It's a war, after all, for resources. Let's put them to use. And it wouldn't be the first time. Different ammo types would be nice too.
Better alt mode selection and graphics.
Masters and minicons, though not the minicons we had. They should unlock an ability, not give you 10 tons of the best armor.
Faction balancing. Whether through NPCs filling out mission slots or turning off the ability to join a faction.
Psychout wrote:Just a bunch of general thoughts...
A giant map with seperate zones
The ability for people to group up and raid well defended areas
Advanced altmodes, tactics, weapons and armour to unlock as the game progresses
Local influences to have an effect on battles (i.e. empties, mutants, rust sea)
Canon characters to beat down
Ironman challenges where you have to win multiple missions without going ito stasis lock or CR
All of this stuff.
Triplechangers, Quadchangers, Sixchangers.
Bigger team slots.
Maybe classes for the characters.
The ability to dump characters into a reserve pool for use in battles to fill open slots for when you can't play. To keep it from being easily abused, reduce the pay out in XP or Energon to the team, or charge the team energon. For example, using current levels, 400 energon a hour/deployment, plus CR costs, for a single level 3 character.
Player or character rewards for achievements in game. Multikills, shutouts, perfect victories, defeating significantly stronger opponents. Stuff like that, as well as the standard awards for tournament placements, kills, and wins and such.
Re: Your HMW 2.0 Wishlist

Posted:
Sat Aug 22, 2009 9:09 pm
by Archanubis
Team bases.
Re: Your HMW 2.0 Wishlist

Posted:
Sun Aug 23, 2009 11:42 am
by Wrath
Something I suggested a couple years ago: gestalt arena battles. Would function like a challenge arena, no xp or energon would be earned, but perhaps cr costs could be reduced a fraction.
Re: Your HMW 2.0 Wishlist

Posted:
Sun Aug 23, 2009 12:44 pm
by Rat Convoy
Game balance. No more Avoid-only alts, alts with XP costs strictly better than a similar alt, no more low-level weapons being uber and dammit, every attribute should do something useful for every TF.
If one option is so much better than another option that there's no point in taking option 2, then there's really only one option. This game has been plagued by imbalance and non-options for far too long.
Beyond game balance, everything else is just gravy.
Re: Your HMW 2.0 Wishlist

Posted:
Sun Aug 23, 2009 3:35 pm
by Archanubis
Rat Convoy wrote:No more Avoid-only alts
No more single tactic alts periond.
Re: Your HMW 2.0 Wishlist

Posted:
Sun Aug 23, 2009 4:18 pm
by Name_Violation
Archanubis wrote:Rat Convoy wrote:No more Avoid-only alts
No more single tactic alts periond.
QFT
Re: Your HMW 2.0 Wishlist

Posted:
Sun Aug 23, 2009 4:29 pm
by Psychout
Name_Violation wrote:Archanubis wrote:Rat Convoy wrote:No more Avoid-only alts
No more single tactic alts periond.
QFT
To avoid dwelling on this issue; I can confirm that
all alts will have at least 2 tactics. The days of the single tactic alt are history...
[edited for better wording]
Re: Your HMW 2.0 Wishlist

Posted:
Mon Aug 24, 2009 3:08 am
by Spectral Dragon
My wish list:
1; A balanced, but fun version comes out.
2; That it was already out. Seriously, it could be coming out tomorrow and it wouldn't be soon enough.
3; Drones! Ala BM Generals or empty Pretender shells. Not sure how to spawn it, but my thought on balancing it out would be make it 1/N as powerful as the "main bot", where "N" is the number of drones plus one (to take the main bot into account.) Maybe go so far as allow the drones to do a stand in for incoming firepower.
Brain masters and any other Transtector type partners (if used) could potentially use the same basic mechanic for the smaller robot's power. Limit this type to a set number but allow them to combine with the host transformer to boost stats for a set number of turns before they're forced to separate. (Say courage and/or speed for head masters, firepower and/or extra shots for target masters not sure on the rest)
4; This spot reserved for any other bright ideas.
Re: Your HMW 2.0 Wishlist

Posted:
Mon Aug 24, 2009 7:02 am
by Bloodlust
The ability to maybe buy weapons from other members of the faction *aka donation concept*?
If you reset a character you've spent energon on for armor, getting that energon back would be awesome! Especially if you raise the rank and want new armor.
NO MORE UBER LEVELS! I'm currently fighting a level 2 with 800k XP. Make the level system based on XP, not skill points!
Re: Your HMW 2.0 Wishlist

Posted:
Wed Aug 26, 2009 12:02 am
by Xitamysda
1. A game that is simple enough to be balanced and fun from near day 1, but has the ability to grow and develop along the way, keeping things fresh and interesting.
2. Alt mode pics that dont look like windows 3.1 shortcut icons.
3. A simple form of chat or communication between other players online in your faction/mission.
Re: Your HMW 2.0 Wishlist

Posted:
Wed Aug 26, 2009 11:40 pm
by Spectral Dragon
Just had a thought. A link to your team on your forum profile.
Re: Your HMW 2.0 Wishlist

Posted:
Thu Aug 27, 2009 11:52 am
by Vitatech
I agree with a lot of the above, plus (in the order of importance):
Minicons/Headmasters/Targetmasters/Gestalts should all be handled the same way. Have them be different transformers on the same team that can combine and have their stats be addivitive. So a bot with 9 in speed and 1 in strength that combines with a bot that has a 9 in strength and 1 speed would make a bot that has 10 strength and 10 speed. Please see bot sizes below.
I think speed should NOT be handled like Dexerity in D&D as it is now. Speed should influence number of attacks like Blurr from the '86 movie. Skill should handle how likely an attack is to land. I think endurance should handle how much armor you can have in tons, not strength. I understand the reasoning behind it being strength, but I feel strength is too over-powered as a tech-spec. I think firepower should handle what kind of weapon (and therefore what kind of damage it can do), even of it's a sword.
Intelligence should allow your bot to fight more intelligently with it's targetting of who to attack.
I think bot sizes should matter. Bots can be broken down into Mini (Minicons/Heads/Guns/Casettes/etc), Regular, Base/City. Roughly 3 minis can make a regular, and 3 or 5 regulars can make a Base/City in terms of Gestalts. It costs more energon to create a Base/City vs a Regular vs a Mini. A Minis Tech-Specs should be 1/3 in power compared to a Regular and a Base/City should be 3-5 times that of a regular (With Exception to the Intelligence Tech-Spec and maybe Rank; see below). Have missions/ Arena battles specify the size of the bot. Such as a mission where you can send in 1 Base/City vs another Base/City or an equivalent gestalt. Also the number of bots you can have is influenced by your choices. For example, if you have have 12 regular bots, than you can have like 36 minis or like 4 Base/Citys.
The Rank Tech-Spec should be based on performance. Since Decepticons value power, Arena battle rank should determine their rank. Since Autoboys value teamwork, Missions should determine their rank. If someone looses rank, let them keep their armor, but not if they reset.
I think there should be a training option in addition to the missions, arenas, and map. This would allow Autobots and Decepticons to face fellow Autobots and Decepticons and earn XP. Maybe treat it like an arena battle but the battle ends when someone is down to 50% health.
Lastly and least importantly, adjust the Tech-Specs to start at 1 rather than 0 since no transformer has a 0 in the toys. There can be 10 and then 10+ at the end, like the toys.
Re: Your HMW 2.0 Wishlist

Posted:
Fri Aug 28, 2009 12:11 pm
by Venomous Prime
My wish list...
1. Predacons/Maximals/Vehicons/Blendtrons- Mowgwai and Seibs have both said Preds and Maxis will be in as an expansion some day. I hope it gets to the point where Vehicons and Unicronians are accessible too.
2. Transmetals/Transmetal 2- For beast oriented alt modes, adding a TM or TM2 upgrade would add a vehicle type mode(Cheetor's flight mode, Tarantulas's motorcycle mode etc etc). I'm assuming this could just be treated as the Pred/Maxi equivalent of the multichangers
3. Fuzors- Not sure what they could add...other then adding different tactics. A griffin for example could have the same tactics as a lion, but also have the tactics of an eagle.
Re: Your HMW 2.0 Wishlist

Posted:
Mon Aug 31, 2009 6:35 pm
by Archanubis
Limited, playable characters attached to no particular faction; mercenaries in essence. Slots would be extremely limited so there isn't a flood.