Metal Fatigue - Page 2

Metal Fatigue

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Metal Fatigue

Post by zwzsg »

Spoiler: Lua can do anything. A.NY.THING. Really. And also everything.
Fanger wrote:1. Lack of Mission save feature, cannot save during a mission or skirmish or whatever.. made it extremely annoying to play large games..
Uh, what? I kept saving, a dozen times per mission if not more.
Additionally once you secured the whole orbit and filled it with solars you basically had Infinite resources for the rest of the game.
From what I realised the second campaign I played, it was:
- Underground: fast and heavy ressource, but depletable.
- Orbital: never runs out, but slow rate and require investment.
Which mean both had their points, which mean it could haven been balanced. Well, maybe the values in Metal Fatigue made one plane better, but conceptually, it could work. Especially if orbital was easier to defend and harder to attack, which seems it is since you can get all kind of defenses up here but not all kind of attack units, so that player are still forced to fight for orbital early to ensure having it later.
just that the underground was tedious and annoying to clear, because you couldnt use Combots which were the main attraction of the game..
I just see it as a way to force you to not rely only on combot, and also I don't see what's annoying with massive tank battles, and with digging your own path through the walls.

But then I didn't play hard-core online, so it's possible I didn't see the imbalance. While I agree the game would have been better if veh had been given more love, I for instance didn't notice aircraft heavy crash damage or the frailness of flying combots.

Still having some unit or component not properly balanced, doesn't mean the concept has to be thrown away. Beside I keep hearing a different un-counterable killer from every source (last one I heard was neuropa sniper + cloack), and have no MF hard core online community at hand to check for truth, so maybe it wasn't that imba.
Also for Neuropa.. Shield Arm + Energy Saw Arm + decent torso + speed legs in clumps of 4-6 made short work of anything that tried to attack..
I'd give prop for a game that succesfully managed to make melee better than anything (including swarm of long ranged so?) yet having tons of non-useless ranged unit. For instance range was the deciding factor that made the Samson the broken overpowered misused unit that it is in TotalA. Because ranged attack stack with unit count, while melee attack don't, it's difficult to balance. I think. Maybe. Or not. After all Blizzard game have melee and ranged, and they're rumoured to be the finestly balanced.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Metal Fatigue

Post by SwiftSpear »

Final wrote:Just out of interest.

Would a unit with detachable arms be possible in the spring engine? perhaps using lua?

And how about the ability to take items to a building and "research" them, adding that item to a factory list?

I will make the assumption that having 3 lvl playing fields would require a complete engine rewrite. :roll:
Yes, it's basically just lua work.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Metal Fatigue

Post by manored »

the Orbital zone could be made simply by making units that stayed at very high altitude permanently I suppose :) Off course only if whoever was making the remake accepted to not have the floating asteroids and just orbital stuff instead.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Metal Fatigue

Post by knorke »

On the surface combots raped all in swarms especially in melee where they did crap tons of damage. It took next to nothing for them to kill buildings.. Additionally once you secured the whole orbit and filled it with solars you basically had Infinite resources for the rest of the game.
make fusionfarm then krogots = win!!11 ?
I remember the game being mainly a race to the underground because there were so many vulcanos which give $ much faster. Only if all lava is gone space is worth to expand to. Although i liked the game and its graphics the landscape all looked very gray and boring to me but maybe I just played the wrong maps.

The AI: I dont think it cheats alot but it always seems to know where you are. On the other hand it often left some buildings unguarded but still very hard to beat.
Sadly it doesnt work with XP :/
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Metal Fatigue

Post by manored »

knorke wrote: Sadly it doesnt work with XP :/
Guess what system im using to run it right now :)

I found out that the underground is not as hard to clear as people have been saying. Assuming that you already have all of land and air (leave whole underground taking for last), spam recon poles all over land to discover where the enemy is, then use digging trucks to open a lot of area around his bad (swarms if needed), then use artillery + mobile turrets. Artillery can kill buildings at a satisfactory speed if you have a big lot of then, what you will have with the econ of land and air.

Altough the underground is indeed rich and easy to defend, its quite hard to come out of it to the surface, since you can only send a unit a time by elevators and you cannot send combots (by far the best units) from in here. If one player tries to conquer the underground before the other layers I think he would end up boxed in... :)

One weird thing I noticed in this game is that cloacked units can "push" enemy units aside to pass winhout being detected... sort of weird :)
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue

Post by Pendrokar »

Im recruiting a fan army(people that said it was cool or that it should have a sequel on youtube). Some of which could help me make a remake of this game as a sequel(If you saw the final ending movie which shows when you have completed all campaigns, you would feel that this game needs a sequel due to it's story). Based on the ideas of Kustorion mod and adding Combots. 8)
What would it cost to have the kustorion mod renamed to Metal Fatigue 2? The Publisher Pysgnosis was overtaken(as I understood) by Sony Entertainment Liverpool and the other publisher had been shut down. But the developers Zono Inc. of this game are still alive. So who do I ask permission for either the name or use of the contents for this game(models(ingame or/and movies) and sounds that is all) to create a non-commercial game(Licenced under CC or GPL)? :roll:
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Metal Fatigue

Post by Pendrokar »

Ah no! "Zono Incorporated is now a wholly owned subsidiary of the MumboJumbo company (acquired in 2005 and renamed MumboJumbo LA)."
Who owns this then?
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Metal Fatigue

Post by ZellSF »

Only issue I had with running Metal Fatigue in XP was that the CD audio music wasn't working, but _inmm.dll is awesome for fixing games with CD audio problems.

So now I've got it fully working, but I still haven't bothered to even try it.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Re: Metal Fatigue

Post by Zoombie »

I remember thinking the game was 'meh'.
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