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Battlezone I & II Download, Gaming & Development
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PostPosted: March 6th, 2017, 2:56 am 
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Specials, on the contrary to ranged weapons, instead of Heat parameter, do have limited fuel or ammo. Each Special can be safely used as long as the energy it has provides. Once the energy accumulator is discharged, the entire Special is counted as used up, appropriate in most cases to be changed to something else with a drop package pickup.

There are dedicated Specials, though, which cannot be changed to something else even in the case of having been used up. Dedicated Specials are default equipment on given types of units, counting as additional Special slot to what the Crafter brings from personal stock. Example of dedicated Special is Nitro, carried by Scouts. Nitro allows the Scout to move thirty percent faster, although prohibits using any weaponry or other Specials during that time.

There is a PSI power, however, allowing to reinforce the Special device energy accumulator, both in own set of equipment, as well as of other units.


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PostPosted: March 6th, 2017, 7:03 am 
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Sniping and enemy vehicles capture in Battlezone and Battlezone II games belonged to Commander and wingmen, unless perhaps to some particularly scripted bots. The same should be with PSI now. This makes the Commander stand as a unique Crafter, enhanced with supreme powers to reinforce his rule over the battlefield, while wingmen in multiplayer should appear elite soldiers or second in command officers, capable of pulling out additional maneuvers to demolish enemy schemes.

I am thinking on what the PSI powers should be and what mechanism to describe them with, but they regard mostly matter manipulation and biometal connection of different sorts, focusing primarily on items.


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PostPosted: March 6th, 2017, 11:27 am 
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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.

What about if the weapon reaches overheat measures and the Crafter changes shape to another featuring the same weapon - should the weapon status be reseted and ready? The answer, for the sake of consistency, is hopefully negative. It is the same weapon each shape employs, thus the status of a weapon - as well as of a Special - should be carried on from one shape to another.


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PostPosted: March 6th, 2017, 11:36 am 
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In multiplayer, especially teamplay, respawn pools should be available, meaning every player character respawns taking away from the common team bank. When the bank is drained, the team members will cease to respawn, suggesting defeat. I say it is one appropriate multiplayer solution in discussed regard since a player constantly perishing with other teammates keeping up a good level, still can bring the matchside down. Team wins or looses together, group responsibility applies.

Number of respawns should be settable manually, binding all sides of the match.


Last edited by Darkon on March 6th, 2017, 12:37 pm, edited 1 time in total.

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PostPosted: March 6th, 2017, 12:14 pm 
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There are six basic menu bars available to the Commander:

0. Nav beacons
1. Morphing
2. Equipment
3. PSI
4. Armory
5. Production

We should focus on PSI now.

Initial PSI of a Commander and wingmen equals a hundred and fifty. Initial PSI of an AI-driven Crafter equals one hundred.

"Permanent PSI loss" reduces the maximum amount of PSI available for the unit. "Temporal PSI loss" reduces the available current PSI of a unit, allowing yet to regenerate the parameter eventually up to the maximum available PSI level.

PSI regenerates automatically in moderate-to-slow pace. Cocoon shape doubles the rate of PSI regeneration.

Losses in permanent PSI are marked with red colour - proceeding from right to left side of the bar - on an otherwise bluecoloured PSI bar. The Endurance bar is green coloured, fading to black when decreasing.

In case PSI of a Crafter reaches zero or less due to permanent or temporal PSI loss, the Crafter is destroyed. Similar with Endurance.

PSI abilities:

1. Fortificate - regenerate twenty percent of the maximum Endurance ant the cost of fifteen permanent PSI
2. Stabilize - reduce Heat of a currently selected weapon by fifty percent at the cost of ten permanent PSI - twenty PSI for two combined weapons
3. Overheat - destroy target enemy weapon with highest Heat parameter - weapons with equal Heat are equally destroyed - at the cost of thirty permanent PSI
4. Reduce - regenerate twenty percent of the maximum PSI at the cost of fifty percent the current Endurance
5. Neutralize - carry out a PSI attack, dealing fifteen PSI temporal damage at the cost of twelve permanent PSI
6. Sourcefind - locate all biometal presence within the area three times the radar range at the cost of thirty permanent PSI
7. Connect - enter Satellite View without change of a shape at the cost of five permanent PSI - separate Disconnect button will be available to recycle vision
8. Reinforce - regenerate all equipped Special devices energy stores at the cost of four permanent PSI
9. Recycle - destroy target controlled unit, gaining recycle biometal value matching eighty percent of the unit cost

EDIT:

Temporal PSI loss is usually suffered through receiving PSI-oriented attacks. Permanent PSI loss is usually the result of carrying out special maneuvers.


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PostPosted: March 6th, 2017, 2:16 pm 
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what the actual fuck

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PostPosted: March 7th, 2017, 12:06 am 
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Overheat - destroy target enemy weapon with highest Heat parameter - weapons with equal Heat are equally destroyed - at the cost of thirty permanent PSI

Mind weapon must have positive Heat value for the effect, that is more than zero. Also, weapons destroyed with Overheat PSI ability always just break down - bigger weapons exploding and damaging the host is reserved to regular Heat overstrain.

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Reinforce - regenerate all equipped Special devices energy stores at the cost of four permanent PSI

This includes all Special devices within the armament range of the Crafter, also the ones featured only as dedicated to particular shapes.

Quote:
Recycle - destroy target controlled unit, gaining recycle biometal value matching eighty percent of the unit cost

Recycling regards only units, because all structures are ultimately unit - Crafter - based. In case Scrap charge was taken for constructing a building, dismissing the building would cause the recycle value - eighty percent of the toll, perhaps - to be cast around in loose Scrap pieces.


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PostPosted: March 7th, 2017, 12:33 am 
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There are six basic menu bars available to the Commander:

0. Nav beacons
1. Morphing
2. Equipment
3. PSI
4. Armory
5. Production


6. Structures

Mind some menu bars are reactive to what unit have been targeted or selected, while others remain permanent.

1. Morhping is a reactive bar, addressing Commander or wingman if none other units are selected. Regarding other Crafter or Crafters, if tertiary units of this type are selected. Locked if units other than Crafters are selected or included in the selected group.
2. Equipment is a reactive bar, addressing Commander or wingman if none other units are selected. Regarding other unit or a group with exactly matching sets of items when selected. Equipment bar should notify what unit or group of similar units does it describe given moment.
3. PSI is a permanent bar, always addressing the Commander or wingman, allowing to select targets of PSI abilities.
4. Armory is a permanent bar, accessible only to the Commander and second in command officers, displaying control over Armory facility.
5. Production is a permanent bar, accessible only to the Commander and second in command officers, displaying unified control over facilities providing for the range of units production.
6. Structures is a permanent bar, accessible only to the Commander and second in command officers, allowing to order facilities construction basing on Crafters involvement and resources supply management. In order to construct a building founded on one Crafter and certain amount of Scrap, one Crafter only must be selected. Selected amount of Crafters matching the requirements of zero additional Scrap cost option, will decide for the alternative solution. The menu should highlight which of the available cost options the system currently recognizes when displaying additional information.


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PostPosted: March 7th, 2017, 2:59 am 
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In order to construct a building founded on one Crafter and certain amount of Scrap, one Crafter only must be selected. Selected amount of Crafters matching the requirements of zero additional Scrap cost option, will decide for the alternative solution.

Certainly the Commander himself also may be a material constituting the construction, either with additional cost of Scrap or in fuse with other Crafters. Therefore lack of any selected Crafters or the required amount of Crafters incomplete by one, should also be recognized as a declaration.


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PostPosted: March 10th, 2017, 7:35 am 
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So when do we get Battlezone 3, Rebellion?

Just joking around. I know you are a stubborn company.


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PostPosted: March 10th, 2017, 9:33 am 
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Less "stubborn" and more "not likely to do things that don't help make money, like any other sensible company". A BZ2 remaster will depend on BZ98 Redux's sales, a BZ3 on any potential BZ2 remaster's sales.

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PostPosted: March 10th, 2017, 12:03 pm 
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In the production section, there should be something like in blanco que, allowing to purchase in advance the manufacture of certain amount of units chosen from among different types of those available, in the order concordant with that of the selection. Permanent production function would also come in handy, meaning if having checked given type of unit with a unique infinity symbol, each time and as soon as resources are enough for a buy, the unit is to be produced immediately. Just to avoid sums remaining idle, if to take Battlezone 2 economy of biometal pools. But also quick clear button should be included, in case plans regarding the resources changed fast.

When it comes to units production, it seems to me both Battlezone games are unmeant to handle macrostrategy even with the Satellite View, being far better off with small to medium at most scale tactics.


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