Gundam 1.26 release post. - Page 6

Gundam 1.26 release post.

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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 30 Nov 2010, 23:52

smoth wrote:Seems people are having difficulty countering hovertrucks.

Hovertrucks are lite armor vehicles.

Tanks are a bad counter:
explosive damage with lite armor

use something with medium armor and you will WTF pwn hovertrucks.
Hoi wrote:nah, hovertrucks are OP
Have you tried what I just said?
Hoi wrote:They're like marauders

trololololo + sc2 reference = 100 points?
I do not own starcraft 2. please clarify joke.
Hoi wrote:On topic: I tried it, it looks really good smoth.
thx
Wombat wrote:told u, main problem with hovertrucks is their speed and cost.
you said hovers, I ask for a name, you gave none. READ MY POST, TRY IT THEN SPEAK.



Seriously guys, the damage system creates very real counters. I am not going to tell you l2p but I want you to try and consider that many of you are trying to counter a lite weapon with a lite armor unit.
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SanadaUjiosan
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Re: Gundam 1.26 release post.

Post by SanadaUjiosan » 30 Nov 2010, 23:59

I'll say I had to sit and look at the graphic for a while for me to make sense of it. I'd suggest some labeling and/or a legend. Like which axis is armor, which is weapon, and what the letters mean exactly.

Also, what is the B armor?
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 00:06

Buildings
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 00:28

Image
Armor classes explained
Building
Structures

Heavy
This would be really heavily armored suits

Medium
standard Mobile suit level armor

Lite
anything from aircraft steel to simple tank armor.

Weapon classes explained
Beam
Beam weapons are an odd sort of explosive plasma containment lattice that can act in many different ways. The important part to understand is that it

Explosive
These weapons deal most of their damage via explosion, their intial impact on most things will explode on the outside, while this may cause damage, structural walls like buildings do not trigger the explosion and thus they take higher damage.

Medium
These are typically your large slug weapons.

Lite
Think hollow points. They do dickwaddle to bpv but will do exceedingly high damage to unarmored areas.


Hover trucks are lite weapon units with lite armor. They can deal decent damage to structures but at 0.1 or 0.2 of their normal damage.
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 00:36

As far as countering hovertrucks go. I think that maybe this gives me a justification for making the t61 a medium armor type. IMO he is around zaku level armor, after all, T-61s won Odessa in the original series. So why not rite?
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Wombat
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Re: Gundam 1.26 release post.

Post by Wombat » 01 Dec 2010, 00:45

there are 2 hovertrucks, only one is both aa and ground (i think)

READ MY POST, TRY IT THEN SPEAK.

;)
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 00:50

there are >5 hover units. saying hovers are op isn't descriptive enough.
Wombat wrote:there are 2 hovertrucks, only one is both aa and ground (i think)

READ MY POST, TRY IT THEN SPEAK.

;)
They use the SAME weapon! which means your comment has no bearing on your perception that they are IMBA
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Wombat
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Re: Gundam 1.26 release post.

Post by Wombat » 01 Dec 2010, 01:22

oh, ive seen only 2, ok then
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 01:30

the only difference is the sensor pack it caries
blood hound is a retrofitted hovertruck for radar usage.
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 03:39

BUffs and nerfs:

Hovertruck
reduction of damage from 150->120

T61
Change armor class from lite to medium

SniperII
increase fire delay

Gmcannon/guncannon mass prod
increase fire delay boost damage a bit

Char zaku2
boost hp
boost cost

zaku2r2s
boost hps
boost cost

90mms
reduce dps


PGMS
limit to 10

sniperII
limit to 6

FA-78
increase build time

Rx78-g3
reduce fire rate

Rx78-g3
Reduce fire rate


Johnny Ridden gelgoog
Increase damage
increase hp
increase cost
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 01 Dec 2010, 03:58

http://www.smoth.net/phpBB3/viewtopic.php?f=2&t=4394
Cleaned up list of balance changes.

feel free to debate them here or on the fgjl foram
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SinbadEV
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Re: Gundam 1.26 release post.

Post by SinbadEV » 02 Dec 2010, 20:54

What link do you want us to use if letting a person know about your game when they don't know anything about Spring?
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 02 Dec 2010, 21:08

currently, moddb.
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SinbadEV
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Re: Gundam 1.26 release post.

Post by SinbadEV » 03 Dec 2010, 13:47

can you make it so that the place where it says "Gundam RTS Development Group | Released Aug 28, 2007" say the most recent release date?
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 05 Dec 2010, 00:25

I'll add it onto my todo list sinbad

To dos
Widget profiler run it smawf u fggt
Cup own balls while patting head and reading plamo news
Set bushes to no collide
Make lua that kills any feature beneath a build if said feature has not been reclaimed(to cover no colide)
Make feature tag to allow a feature to stay all the same
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 06 Dec 2010, 06:36

more to dos:


Bug devs about 4x4 limit on move defs? THE F$$K?!?

Write some code, check that unit footprints do not exceed movedef, if so generate error message in info log.

Update the model height for the resilient turrets.
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smoth
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Re: Gundam 1.26 release post.

Post by smoth » 06 Dec 2010, 06:56

Considering the 5th economy revamp. This time I'll get it right godamnit!

http://www.smoth.net/drupal/phpbbforum/ ... it=#p28898

Do feel free to leave comments/thoughts in the thread.
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zwzsg
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Re: Gundam 1.26 release post.

Post by zwzsg » 06 Dec 2010, 10:50

I don't understand the concern about buildings units in the battlefield. It feels much more coherent to have the working of the mini world all contained within the map than to rely on out of map deux ex.

Let the whiners whine about expansion. I find it pretty cool that you don't have to expand until the whole map is your base in GRTS. Control points in RTS always felt very artificial to me.
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SanadaUjiosan
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Re: Gundam 1.26 release post.

Post by SanadaUjiosan » 06 Dec 2010, 17:00

Not wanting to make yet another forum account on the internet, I'll sum up my thoughts here.

It sounds like you're wanting to drift more towards a RTT than an RTS. Also, while you obviously strive to maintain canon as strongly as possible, I think playability and how fun the game actually is should be remembered. Real life sucks, and it sucks for a reason. Gundam canon is of course not real life, but I think the more "realistic" you get, the more narrow your audience and potential audience becomes.

Of course if this is what you want, go for it. That's just how I feel about constantly striving to be "realistic."

The game you're describing sounds a lot like Empire at War. Kind of fun game, mostly not however. Maybe you could pull it off right (wouldn't be too hard I think... Star Wars games are not supposed to be good afterall :-) )
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Pxtl
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Re: Gundam 1.26 release post.

Post by Pxtl » 06 Dec 2010, 17:59

Really? I liked Gundam's eco. To me the confusing part of GRTS is merely learning the massive list of units. The economy is pleasant. Switching to pay-up-front might be a good idea if you can make it fun.

And I would hate to see Gundam go back to the simple economy of "claim turf to get more money". An impetus for turf is a good idea, but the simple "command-points = cash" thing is such a tired theme in RTS games I'd hate to see that in Gundam. At that point you may as well go back to metal extractors.

Besides that, the "stuff made on-site" is an old trope of the RTS genre that only the nitpickiest players mind. Keeping this trope means that "gold" is unnecessary.

I'd go the opposite direction - just make the bases bigger. And when I say "bigger", I mean "half the map is resource-city-stuff". Just make structures invincible to 90% of weapons-fire, and provide a mechanism for mass-conquest. Rather than attacking the periphery of the enemy, have Gundams lumbering *through* the enemy base going after high-value targets. Bombarding a low-value mixture of support+generation structures should be a complete waste of time... it just takes too long and does too little. You'd have to come up with buildings that can (and should) be spawned in huuuuuge tracts and work with the yardmaps and whatnot to make sure MS units could easily navigate these tracts of structures.

Basically, have the player build a city and then have them fight *through* the city. SimCity + Gundam.
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