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PostPosted: March 4th, 2017, 5:52 am 
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If guns are to be combined to fire simultaneously, an average of their Heat limits can be taken, just like it happens with ammo in Battlezone games.

I took out the quoted sentence from the post regarding Heat factor, as it came to me I am clearly wrong with this one.


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PostPosted: March 4th, 2017, 8:23 am 
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Crafters start the game in the shape of a shell or an egg - called a Cocoon - suitable to be deployed from an orbital ship to the solid battleground. The amount of Scrap the Cocoon is worth is about the one of a Tank, but the size is more compact, the structure tight and rigorous, the armor values high. In the shape of a Cocoon, the Crafter is unable to perform any action or movement, until morphing shapeshifting into something other from the variety of mobile objects available. The Cocoon is also a way to speed up the natural but moderately pogressing regeneration of PSI.

Regarding morphing shapeshifting, though the armor values and other parameters change according to form embraced, the Endurance always remains the same for the Crafter. If the Crafter was damaged as a Scout and then turned into a heavier construct, the received damage and Endurance status is carried on from one form to another. The same with PSI.

From the Cocoon, through the light fighters, Turrets, Tugs, Scavengers and up to the Tank - if to take Battlezone II unit categories - the Crafter is able to morph shapeshift freely, unless special weaponry is employed, demanding further technological advancement. To embody heavier roles when available, such as Assault Tanks, additional Scrap is needed. In case of changing shape which was tolled with Scrap, the value matching recycle gain would be cast around by the Crafter in loose Scrap pieces.

Crafters are capable of forming structures. One structure could oftentimes include more than one Crafter merged. Structures would have alternative cost terms though, first stated in the amount of Crafters demanded to be employed without any Scrap cost, second stating the amount of Scrap required by only one Crafter to bring the demanded outcome.


Last edited by Darkon on March 5th, 2017, 8:09 am, edited 1 time in total.

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PostPosted: March 4th, 2017, 9:21 am 
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Crafters start the game in the shape of a shell or an egg - called a Cocoon - suitable to be deployed from an orbital ship to the solid battleground.

If I mean shooting them to the destiny, wonder how do they survive the impact, but hey, too much science will kill you.


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PostPosted: March 5th, 2017, 7:13 am 
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If the Commander is going to be one of the Crafters on the battlefield, I say instant access to the Satellite View in the Cocoon shape with ultimate armor values and quicker PSI regeneration, Turret for defensive purposes, as any structure or in the maintenance role, such as Scavenger or TUG.

When it comes to multiplayer, beyond the Commander role, the case is whether all the shapes and roles should be allowed for the wingmen, since the Commander could demand of his wingmen to spend their time doing unnecessarily the most passionating - but probably economically beneficial - activities, such as being parts of structures, Turrets for some reason or common labour Scavengers. Even though the responsibility to co-command the base could be customized and given to chosen wingmen - as on the other hand, ten heads in command may unnecessarily do good together - they all would end up in a Satellite View, being practically trapped without dynamic influence on the gameplay.

Therefore all shapes and roles available to the Commander and second in command wingmen, but only combative functions accessible in the morphing shapeshifting menu of the soldier wingmen. Taking the possibilities of the Crafters, with also what emerges from PSI powers they have, they should appear especially useful in the early game microplay and enemy harassment, which could appear crucial to the match outcome.

EDIT:

I also think the number of second in command wingmen should be restricted, possibly to only one. Other choice is, let the Commander do the housework himself, others may only be soldiers, which is the most simple solution, basing on arbitrary setup. Arbitrary rule in this matter provides for balancing between multiplayer teams, yet takes away from the variety of strategies to be employed.


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PostPosted: March 5th, 2017, 10:15 am 
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When it comes to multiplayer, beyond the Commander role, the case is whether all the shapes and roles should be allowed for the wingmen, since the Commander could demand of his wingmen to spend their time doing unnecessarily the most passionating - but probably economically beneficial - activities, such as being parts of structures, Turrets for some reason or common labour Scavengers. Even though the responsibility to co-command the base could be customized and given to chosen wingmen - as on the other hand, ten heads in command may unnecessarily do good together - they all would end up in a Satellite View, being practically trapped without dynamic influence on the gameplay.

The starting amount of Crafters is usually higher than just few, but for sure in a competetive strategy match the base economy would be brought to a point where every bit of possibility was exploited as far as possible. That is why an arbitrary regulation regarding team balance and role division is required in my regard, perhaps in a customizable mode binding all the competitors.

Now couple of particular cases.

First, Cocoon shape - the one each Crafter starts the mission in - is worth as much as a Tank when it comes to Scrap. But between the Cocoon and a Tank, there are other shapes, from among which the Scout is certainly the one embracing less Scrap to stand. What happens to the excess Scrap if the initial form was Cocoon? The Scrap or the biometal the Crafters use is a native Scrap, meaning it is their personal tool, to which they are individually tuned and which they directly use to carry out tasks. Native Scrap is worth more to the Crafter than the one they can get from a Refinery, typically used only as a temporal mean to obtain extra shielding material, which is then discarded - according to the gameplay rules - if the form changes further. We may assume the excess native Scrap is stored up somewhere and then recalled even remotely - since being carried as a load on a light hovercraft is out of the deal - but it is far easier to tell we talk about game and games need to simplify things for the sake of enjoyment.

Another thing, weapons obtainability after having them broken. If the weapon breaks down, be it due to Heat factor overstrain or PSI attack, it can be replaced on regular basis by picking up a drop package with the same or another piece of equipment matching given gun slot category. But the question is, if a Crafter changes shape from one with a damaged weapon to another featuring the same weapon, is this weapon going to actually be featured? The answer is negative. Each Crafter carries only one exemplary of a tool of each kind and if that tool is broken, it is missing from all the shapes employing that tool category. Which further means - in terms of Battlezone II - if a Crafter picks up a Shadower Missle set, it will be featured in all the Rocket weapon slots of all the shapes featuring that category.

Initial weapons the Crafter has match only those the Scout, the Turret and the Tank are armed with. There are two ways further equipment can be obtained. One way is to manually pick up drop packages. Second one is to just receive what the emerging tech tree provides by default, since as soon as more advanced shapes are allowed in the morphing shapeshifting menu, basic guns associated with these forms also are instantly available.

Next to the morphing shapeshifting menu of each Crafter, there should be a bar allowing to display all the equipment categories with devices representing them in regards to that unit. Even though yet the morhping shapeshifting bar would apply even to a group of selected Crafters - as the tech tree of given base addresses all of them - the equipment bar would be locked. In case someway, somehow there were Crafters belonging to different tech trees or having unmatching abilities, only the common options should be allowed on the list.

I have mentioned sniping down a Crafter to be impossible in the game. The Crafter also dies outside of his native biometal environment. The Commander is supposed to be one of the Crafters. Does that mean the Commander is unable to set his foot on the ground as a sniper footsoldier, outside of a biometal form of any kind? That is true. Apparently sniping as we know it is out. Capturing an enemy vehicle in a traditional Battlezone and Battlezone II manner is presumably also out. Hopefully PSI will make up for it.


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PostPosted: March 5th, 2017, 10:39 am 
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Perhaps it would be beneficial to allow two Special slots.

Deleted that sentence from the post regarding Crafter equipment and obtaining of replacement for the broken weapons, as two Special slots would cause a problem of which one of them should be allowed in which shape, taking some shapes allow only one?


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PostPosted: March 5th, 2017, 10:52 am 
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Next to the morphing shapeshifting menu of each Crafter, there should be a bar allowing to display all the equipment categories with devices representing them in regards to that unit.

Such menu could be available with all selectable units. The menu could allow to prioritize the use of weapons, stating which category is to be used first, which after that and which in further order, as well as perhaps when and if the unit should flee in case of being under attack - flee to the base, nav beacon or in a direction opposite to the attack?

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Which further means - in terms of Battlezone II - if a Crafter picks up a Shadower Missle set, it will be featured in all the Rocket weapon slots of all the shapes featuring that category.

Rockets should be unfeatured in the game, as that kind of weapon is very likely to miswork in the extraterrestrial conditions, apart from just being overly cumbersome, unsuitable for Crafters.


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PostPosted: March 5th, 2017, 11:05 am 
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Next to the morphing shapeshifting menu of each Crafter, there should be a bar allowing to display all the equipment categories with devices representing them in regards to that unit.

Such menu could be available with all selectable units. The menu could allow to prioritize the use of weapons, stating which category is to be used first, which after that and which in further order, as well as perhaps when and if the unit should flee in case of being under attack - flee to the base, nav beacon or in a direction opposite to the attack?

The menu - having selected a unit or a group of units with matching equipment - could allow to remotely trigger on or off a Special, though some specials - such as SITE Camera - would be rather redundant. Specials such as Phantom VIR or RED Field, on the other hand, seem to be useful even on an AI units.


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PostPosted: March 5th, 2017, 11:23 am 
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Each Crafter carries only one exemplary of a tool of each kind and if that tool is broken, it is missing from all the shapes employing that tool category. Which further means - in terms of Battlezone II - if a Crafter picks up a Shadower Missle set, it will be featured in all the Rocket weapon slots of all the shapes featuring that category.

Each shape will employ given weapon category only once.

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There are two ways further equipment can be obtained. One way is to manually pick up drop packages. Second one is to just receive what the emerging tech tree provides by default, since as soon as more advanced shapes are allowed in the morphing shapeshifting menu, basic guns associated with these forms also are instantly available.

Regarding tech tree advancement, the Crafter instantly benefits only with the new weapons given unlocked shapes utilize. If there are equipment categories matching tools the Crafter already has, the already owned equipment takes the place of the tech tree defaults.


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PostPosted: March 5th, 2017, 12:52 pm 
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lmao this looks like a thread I would see on BNG's forum. HOW is it possible that BZ2 never fails to attract autists throughout the years. Its a MAGNET for them.

And I love how all the usual suspects also always come out to argue with these LUNATICS. +1 for you Durkon for how badly you triggered Hads with the telepathy speak; I had a tear coming out of my eye from eye watering.

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PostPosted: March 5th, 2017, 8:24 pm 
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Am I still triggered if it sort of makes me want to laugh? I do find these discussions funny. I wouldn't keep doing it if I didn't find it enjoyable.

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PostPosted: March 6th, 2017, 1:36 am 
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Next to the morphing menu of each Crafter, there should be a bar allowing to display all the equipment categories with devices representing them in regards to that unit.

Quote:
Each Crafter carries only one exemplary of a tool of each kind and if that tool is broken, it is missing from all the shapes employing that tool category.

Quote:
Each shape will employ given weapon category only once.

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Regarding tech tree advancement, the Crafter instantly benefits only with the new weapons given unlocked shapes utilize. If there are equipment categories matching tools the Crafter already has, the already owned equipment takes the place of the tech tree defaults.


There is a small problem with this method, mentioning the equipment bar of a Crafter being automatically updated in the range of free slots, along with what new shapes unlocked via tech tree advancement introduce.

Different kinds of vehicles may be armed with different weapons of the same category, as it is expected the exemplary Guns and Cannons will each include more than just one tool matching requirements of belonging in their ranks. Three or four tools per category is fine. Therefore, in case of tech tree advancement, if two new vehicles become available in the morphing menu of a Crafter - vehicles armed with a Cannon of different type each - which one of these Cannons will the Crafter embrace as his wielding, since we know he may have only one?

There are two solutions to the issue. First, only the standard shapes should be accessible to the Crafter, such as for example in Battlezone II there are regular Scouts and Missle Scouts, in which case the Missle Scout would be omitted in the morphing menu due to being a variation of an already existing, primary form, solving the problem with serving only the basic armament when it comes to Scout shape. Each unit in the game thus ought to have - among others - also a basic form with basic equipment and only these basic forms were to be granted to the Crafters. The basic forms of units should be composed in a way as to avoid technical collisions in terms of wielded equipment regarding variations of the same categories representatives.

Second solution, the Crafter is equipped with chosen guns already from the start. The guns owned would always take place of defaults in matching categories regarding shapes embraced. Couple conceptual issues arise here. First, why does the Crafter has all the weapons but is unable to embrace the shapes these weapons correspond with, which makes the weapons carried redundant maybe even for the entire match, depending on how things go? If the Crafters bring something absolutely own to the battleground, it is their ability to morph, nothing else. All shapes should be accessible right off the bat, so why the guns without the shapes? Nevertheless, the question works also in reverse, stating what sense do combative shapes devoid of fighting capabilities make, as to allow their accessibility without proper background?

Lack of guns at least gives some excuse to address the first conceptual issue, although instant equipping of Crafters with armament along the tech tree evolvement also looks rather strung. While the latter issue may be explained with saying we talk about a game and games need to simplify things, the original one - with guns but lack of shapes - looks like a bigger conceptual uncertainty, while conceptual coherence is important to myself, which the factor I usually judge harshly whether I discuss media creations.


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