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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 
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 Post subject: Target system
PostPosted: Tue Apr 02, 2013 5:24 pm 
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Hi,

first off all, sorry for my bad english :/

My suggestion is to add an target system, something like:

Target enemys torso - 100% damage
Target enemys weapon - 60 or 70% damage + the chosen weapon is blocked 1-2 turns
Target enemys legs - 70 or 80% damage + enemy cant move next turn (and charge is disabled)
and also maybe: Target enemys drone - 50% damage + drone is destroyed (or only disabled for 1-2 turns)

I got this idea from this game (its basically the same game, but SM is way better ;) )


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 Post subject: Re: Target system
PostPosted: Tue Apr 02, 2013 5:41 pm 
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Superiumentarius wrote:
Hi,

first off all, sorry for my bad english :/

My suggestion is to add an target system, something like:

Target enemys torso - 100% damage
Target enemys weapon - 60 or 70% damage + the chosen weapon is blocked 1-2 turns
Target enemys legs - 70 or 80% damage + enemy cant move next turn (and charge is disabled)
and also maybe: Target enemys drone - 50% damage + drone is destroyed (or only disabled for 1-2 turns)

I got this idea from this game (its basically the same game, but SM is way better ;) )


If you didn't know, Tactisoft actually made both games haha so yeah...

As for implementing this system, I have to say yes :) I would love a little more complexity in the battle system.

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 Post subject: Re: Target system
PostPosted: Tue Apr 02, 2013 5:45 pm 
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Quote:
If you didn't know, Tactisoft actually made both games haha so yeah...


Lol, no i didnt know that :)


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 Post subject: Re: Target system
PostPosted: Tue Apr 02, 2013 5:49 pm 
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iirc Liran himself said he won't make this feature on SM... i don't quite remember the reason, it was a year ago...

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 Post subject: Re: Target system
PostPosted: Wed Apr 03, 2013 2:46 pm 
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Adding more complexity to the battle system would slow thing down too much.
Any extra complexity to the game should be kept to the mech building side, to leave the battle farely fast paced.


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 Post subject: Re: Target system
PostPosted: Wed Apr 03, 2013 3:43 pm 
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I dont think the battles would take much longer, its just one more click per turn ;) ("Battle mechs" is also an fast paced game, though it has an similar target system)

Otherwise they could implenemt the feature, that you can choose your actions while enemys turn, so you had more time to think about your turn (atm you can only wait and watch while enemys turn).


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 Post subject: Re: Target system
PostPosted: Wed Apr 03, 2013 6:07 pm 
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Superiumentarius wrote:
its just one more click per turn ;)


Seeing as some people need 20 seconds to do 2 clicks, an extra click would increase battle length by a third (or more than double it, if you concider variable click combinations and other complexities that more complications would complexify)

I agree with choosing actions on the enemies turn


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 Post subject: Re: Target system
PostPosted: Sat Apr 06, 2013 5:03 am 
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"Target enemys weapon - 60 or 70% damage + the chosen weapon is blocked 1-2 turns"
OP by a long shot. example, I have 5 weapons like this;
x1 range 1
x1 range 1-2
x2 range 3-4
x1 range 5-6

Except 4 range, you will make all my weapons "not working" in first turn. You make me lose a action with walking or charge etc. which does lesser damage and has use limit. It gives first turn a H-U-G-E advantage. And it is "blocked 1-2 turns", It means there is a chance you can make 4 of my weapons out of battle if lucky, where I have only 5 total -.-
What I recommend is either to make it "%XX chance to block enemy weapon" or to make "weapon has %XX chance to repair itself"...

"Target enemys drone - 50% damage + drone is destroyed (or only disabled for 1-2 turns)"
Why attacking my bot is damaging me, it is a seperate being. I'm controling my bot with Wi-Fi, it shouldn't transfer damage ;)

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 Post subject: Re: Target system
PostPosted: Sat Apr 06, 2013 6:24 am 
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MeteoraTR wrote:
"Target enemys weapon - 60 or 70% damage + the chosen weapon is blocked 1-2 turns"
OP by a long shot. example, I have 5 weapons like this;
x1 range 1
x1 range 1-2
x2 range 3-4
x1 range 5-6

Except 4 range, you will make all my weapons "not working" in first turn. You make me lose a action with walking or charge etc. which does lesser damage and has use limit. It gives first turn a H-U-G-E advantage. And it is "blocked 1-2 turns", It means there is a chance you can make 4 of my weapons out of battle if lucky, where I have only 5 total -.-
What I recommend is either to make it "%XX chance to block enemy weapon" or to make "weapon has %XX chance to repair itself"...


Hmm, i think you´re right :/
Maybe it would be better if the weapon is not completely blocked, but just dealing 50% less damage next turn or something like this.


MeteoraTR wrote:
"Target enemys drone - 50% damage + drone is destroyed (or only disabled for 1-2 turns)"
Why attacking my bot is damaging me, it is a seperate being. I'm controling my bot with Wi-Fi, it shouldn't transfer damage ;)


Thats the splash damage ;)
If it would be 0% damage + disabled drone, i think no one would use it then.


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