|
HBS Battletech: Stop! Or My Urbie Will Shoot
|
# ? Oct 24, 2018 01:03 |
|
|
# ? May 28, 2024 06:01 |
|
Back Hack posted:HBS Battletech: Stop! Or My Urbie Will Shoot Fuuuuck that's a good one
|
# ? Oct 24, 2018 01:04 |
|
The Good, the Bad, and the Urbie
|
# ? Oct 24, 2018 01:13 |
|
4v4 urbanmechs, lunar map, final destinati---wait...anyway, that is the only way to play multiplayer
|
# ? Oct 24, 2018 01:22 |
|
Psion posted:4v4 urbanmechs, lunar map, final destinati---wait...anyway, that is the only way to play multiplayer I legit did this to spread my Eck Virus achievement as it was the fastest game I could think of that would still be fun and brutal to both sides. Also, HBS BATTLETECH or: How I Learned to Stop Worrying and Love the Urbie EDIT: Amechwarrior fucked around with this message at 06:01 on Oct 24, 2018 |
# ? Oct 24, 2018 01:28 |
|
Klyith posted:The Good, the Bad, and the Urbie
|
# ? Oct 24, 2018 01:48 |
|
Phrosphor posted:I don't know if this has changed, but I think you said at launch that the urbie got knocked out of a lot of lance configs because it was so slow and messed up the ai a little. Might not still be valid though. Yup. So I could go back and reintroduce them to specific contracts where a lance isn't going to be moving much, like a base defense garrison, but I'll need to revise how we identify lances with some kind of 'mobile' vs 'not-mobile' tag set, and filter for that. Just a pain in the butt, really. I know how to do it, but it's days of boring fuckery that I could be using to write more pirate contracts.
|
# ? Oct 24, 2018 03:14 |
|
isildur posted:Yup. So I could go back and reintroduce them to specific contracts where a lance isn't going to be moving much, like a base defense garrison, but I'll need to revise how we identify lances with some kind of 'mobile' vs 'not-mobile' tag set, and filter for that. Just a pain in the butt, really. I know how to do it, but it's days of boring fuckery that I could be using to write more pirate contracts. Sounds like a job for an intern!
|
# ? Oct 24, 2018 03:31 |
|
isildur posted:Yup. So I could go back and reintroduce them to specific contracts where a lance isn't going to be moving much, like a base defense garrison, but I'll need to revise how we identify lances with some kind of 'mobile' vs 'not-mobile' tag set, and filter for that. Just a pain in the butt, really. I know how to do it, but it's days of boring fuckery that I could be using to write more pirate contracts. Write a pirate contract where the defending enemy force is a Lance of Urbies protecting the target, problem solved. Could be something about how the pirates need you to break up a small siege as the base is protected by an elite team that are now reduced to Urbies. However, these breaching shot pilots are just too much for the vehicle equipped pirates to manage and they need you to counter snipe the snipers. "Urbie at the Gates" 2 Skulls, Tundra
|
# ? Oct 24, 2018 03:34 |
|
isildur posted:Yup. So I could go back and reintroduce them to specific contracts where a lance isn't going to be moving much, like a base defense garrison, but I'll need to revise how we identify lances with some kind of 'mobile' vs 'not-mobile' tag set, and filter for that. Just a pain in the butt, really. I know how to do it, but it's days of boring fuckery that I could be using to write more pirate contracts. Easy solution: When turrets are generated for a map, have a chance for it to be an Urbie instead. The (im)mobility is pretty comparable and they have JJ's in case that would put them in a weird spot. Less firepower than most turrets but more durable I'd think.
|
# ? Oct 24, 2018 04:07 |
|
Amechwarrior posted:I legit did this to spread my Eck Virus achievement as it was the fastest game I could think of that would still be fun and brutal to both sides. I know, I was one of your first victims and then I did it to someone else to spread it to them
|
# ? Oct 24, 2018 04:32 |
|
Amechwarrior posted:I legit did this to spread my Eck Virus achievement as it was the fastest game I could think of that would still be fun and brutal to both sides. HAD TO BE DONE If there's ever another robot/BT FotoShop Friday I'd clean this up, make the flags better and maybe screw with the credits. Slim Pickens as DEKKER
|
# ? Oct 24, 2018 06:00 |
|
Farah's Urbie's Day Off
|
# ? Oct 24, 2018 07:15 |
|
City Slickers II: The Legend of Urbie's Gold
|
# ? Oct 24, 2018 07:18 |
|
Synthbuttrange posted:New game mutator: Little Mech mode. Every mech is an urbie. Anyway here's a fred title for you: HBS Battletech: Urbie, the Love Mech Or if you're kind of gauche: HBS Battletech: Urbie Fully Loaded edit: oh whoops that's what I get for not reading posts beyond the one I quote edit 2: all right then how about HBS Battletech: Urbie Your Enthusiasm Sombrerotron fucked around with this message at 11:36 on Oct 24, 2018 |
# ? Oct 24, 2018 11:32 |
|
isildur posted:Yup. So I could go back and reintroduce them to specific contracts where a lance isn't going to be moving much, like a base defense garrison, but I'll need to revise how we identify lances with some kind of 'mobile' vs 'not-mobile' tag set, and filter for that. Just a pain in the butt, really. I know how to do it, but it's days of boring fuckery that I could be using to write more pirate contracts. I'm assuming you'll have to do it anyway for the Urban expansion, so pushing it till then is the efficient thing to do.
|
# ? Oct 24, 2018 12:21 |
|
Just got this. It seems nice! I have two questions, though: How does the multiple fire action work? I keep selecting three targets, but the mechwarrior rarely switches between them, usually dumping their entire arsenal into target A. Also, is the campaign mode deliberately made hard? I struggle to make end meet and usually field half-repaired mechs which can make things even harder.
|
# ? Oct 24, 2018 13:05 |
|
Tias posted:How does the multiple fire action work? I keep selecting three targets, but the mechwarrior rarely switches between them, usually dumping their entire arsenal into target A. After selecting multitarget, click on the specific weapons in their respective panel to cycle the various target assignments. Tias posted:Also, is the campaign mode deliberately made hard? I struggle to make end meet and usually field half-repaired mechs which can make things even harder. Some of the missions are quite hard but remember that there's no time limit. You can always go do a few more contracts to scrounge up some heavier mechs before moving on to the next story mission.
|
# ? Oct 24, 2018 13:08 |
|
Also remember that as you go along, you'll collect loads of superfluous weapons, ammo, and spare mechs. Sell whatever you don't expect to be needing very soon.
|
# ? Oct 24, 2018 13:19 |
|
BIG HEADLINE posted:I do wish there was something to do with the hundreds of thousands of unspent xp - like a "legendary skill" you could get at something like 500k xp tied to the pilot's main skill branch concentration. Speech skills. Specifically in clan languages to stop you from accidentally insulting the opfor when battling them. Well, more than the insult of being a mercenary taking on a Clanner already is. Or tech skills: How to keep the monitors on the Argo from bluescreens. And fixing toasters, for that Wasteland feel. Edit: vvv Battle ROM commentator/reaction Youtuber. Or whatever the equivalent is when you have to pay out the nose to Comstar for video downloads and most memory cores are barely a few megs. If it were audio and done in a training pod, would you be a podcaster? Anyway, would pay a small dividend every month but run the risk of events where your character insults an entire Successor State. Or, on a more serious note, perhaps the ability to either purchase certain background traits, or enhance the ones already there? evilmiera fucked around with this message at 14:59 on Oct 24, 2018 |
# ? Oct 24, 2018 13:48 |
|
Bureaucracy: Get more Triple-F meat "accidentally" routed to the Argo.
|
# ? Oct 24, 2018 14:12 |
|
Maybe a tech skill? Just a passive “speed up repairs on the mechs if not wounded by X” Lore friendly too because in-universe pilots in small merc units having to know how to turn a wrench is pretty common. Hell we have existing events that dabble in it too.
|
# ? Oct 24, 2018 15:02 |
|
I always thought it would be cool if there was some kind of system representing a pilot becoming more accustomed to piloting a particular mech and getting bonuses from taking the same mech into battle over and over. Maybe they shoot a little more accurately in their signature mech, maybe they can manage the heat better, or they know exactly how to drive it to make it harder to hit than most pilots, or they tuned their sensors for a little bit of extra range. Maybe it could be worked into an XP sink, or have it have its own progression independent of existing XP and skills.
|
# ? Oct 24, 2018 15:59 |
|
Pornographic Memory posted:I always thought it would be cool if there was some kind of system representing a pilot becoming more accustomed to piloting a particular mech and getting bonuses from taking the same mech into battle over and over. Maybe they shoot a little more accurately in their signature mech, maybe they can manage the heat better, or they know exactly how to drive it to make it harder to hit than most pilots, or they tuned their sensors for a little bit of extra range. Maybe it could be worked into an XP sink, or have it have its own progression independent of existing XP and skills. God yes. It would also incentivize thinking about upgrades. Is it better to throw them in this new shiny mech or keep them in their older one with all the bonuses? If not for specific mechs than specific weight classes. The dude who has piloted mediums for the whole game might make having one around kn the late game viable.
|
# ? Oct 24, 2018 16:08 |
|
Pornographic Memory posted:I always thought it would be cool if there was some kind of system representing a pilot becoming more accustomed to piloting a particular mech and getting bonuses from taking the same mech into battle over and over. Maybe they shoot a little more accurately in their signature mech, maybe they can manage the heat better, or they know exactly how to drive it to make it harder to hit than most pilots, or they tuned their sensors for a little bit of extra range. Maybe it could be worked into an XP sink, or have it have its own progression independent of existing XP and skills. I like this idea a lot. It's not just a pure advantage -- it also means having a larger stable of pilots because you probably want a dedicated pilot for each mech in your regular rotation. So it works as an invisible XP sink. And you get interesting choices any time your ideal pair isn't available, or you have a mech that's not ideal for the climate but a pilot who is fully skilled with it. Have the "attune" button cost 1.4k xp to press, same as the tier 1 abilities. Then that pilot checks off another box of the attunement track after every mission they pilot that mech. Easy peasy, the cost is when you want to upgrade mechs and have to reset. Cyrano4747 posted:If not for specific mechs than specific weight classes. The dude who has piloted mediums for the whole game might make having one around kn the late game viable. Deffo specific mechs. A weight class bonus would be better as just the legendary skill thing. That way you can make the light legendary better than the assault legendary to balance that factor.
|
# ? Oct 24, 2018 18:09 |
|
Cyrano4747 posted:If not for specific mechs than specific weight classes. The dude who has piloted mediums for the whole game might make having one around kn the late game viable. As a post-10-skill option, though... hm. I'll think about it. That has possibilities.
|
# ? Oct 24, 2018 18:48 |
|
isildur posted:This was the original design for the Piloting skill tree. You'd specialize into a weight class, and then into a specific 'Mech. We decided that was too likely to lead to useless pilots in the late game, specialized into Blackjacks or Dragons or whatever. Another option would be to specialize around weapon types. One of the mechcommander games did that and it worked well. The dude you have getting good at auto cannons in the newbie shadow hawk is well placed to pick up that king crab down the road.
|
# ? Oct 24, 2018 19:03 |
|
I think we're looking at it backwards - rather than a skill tree option to do with all the useless extra XP, I believe there's some design space for giving pilots inherent traits that make them better at piloting certain configurations, like weapon/type bonuses. That's a soft way to deal with the XP problem, by incentivizing the player to shop around for and train different mechwarriors, without making them so specialized that they'd be subpar past a certain stage of the game.
|
# ? Oct 24, 2018 19:04 |
|
The neat thing about having mech-specific (or at least weight tier specific) specialisation trees that you have to dump XP into is that it allows you to potentially make lighter mechs more powerful in an endgame context, in a way that doesn't hurt their balance in the early game. You could give some huge buffs to lights at the end of a specialisation tree and they still wouldn't be excessively powerful compared to assaults, unless you do something really rediculous.
|
# ? Oct 24, 2018 19:07 |
|
I wouldn't be so sure about accuracy additions, because at ten in everything you usually hit what you want. What you might not do is hit specific target areas, but if you buff that specifically you run the risk of making combat too easy by making headshots or CT a sure thing.
|
# ? Oct 24, 2018 19:13 |
|
Conspiratiorist posted:I think we're looking at it backwards - rather than a skill tree option to do with all the useless extra XP, I believe there's some design space for giving pilots inherent traits that make them better at piloting certain configurations, like weapon/type bonuses. I believe this is the design space of what is being done with Pilot Quirks in dZ Consolidated Company Commander. I believe right now it's relegated cost to purchase items and event triggers off of them An idea could be since pilots can gain and lose quirks. It could take X amount of battles to acquire a buff quirk and maybe also have them degrade over time? There's a lot of room for exploration there like a buff to autocannons has a debuff to lasers. The pilot has gotten addicted to that sweet thump feeling / sound and isn't as fired up when a pew pew laser goes off. Another option is a accuracy buff at range but debuff at short range. The pilot is a great sniper but can't handle the pressure of a close and personal fight. Over all, as you say, it would incentivize multiple pilots as a hedge against losing a clutch skill
|
# ? Oct 24, 2018 19:30 |
|
RabidWeasel posted:The neat thing about having mech-specific (or at least weight tier specific) specialisation trees that you have to dump XP into is that it allows you to potentially make lighter mechs more powerful in an endgame context, in a way that doesn't hurt their balance in the early game. Yeah. It gives another lever to pull and do neat poo poo with otherwise unused mechs.
|
# ? Oct 24, 2018 19:33 |
|
Tbh I'm fine if there isnt a point to xp for maxed out pilots but please just make sure that once they're maxed out theres no leftover xp and it stops accumulating. Constantly getting popups to go train my mech warriors because they were sitting on giant piles they couldn't use was pretty annoying.
|
# ? Oct 24, 2018 19:35 |
|
look as long as specializing into king crabs is the optimal thing to do just like right now, I'm cool with it
|
# ? Oct 24, 2018 19:37 |
|
RabidWeasel posted:The neat thing about having mech-specific (or at least weight tier specific) specialisation trees that you have to dump XP into is that it allows you to potentially make lighter mechs more powerful in an endgame context, in a way that doesn't hurt their balance in the early game. Best idea I've seen in a while. Bring on the mech specific skill tree!
|
# ? Oct 24, 2018 19:37 |
|
Eldragon posted:Best idea I've seen in a while. Bring on the mech specific skill tree! Ah yes, the MWO style quirks system! Bring that poo poo on and give me AIDS while you're at it!
|
# ? Oct 25, 2018 01:35 |
|
Pycckuu posted:Ah yes, the MWO style quirks system! Bring that poo poo on and give me AIDS while you're at it! quirks owned in MWO though, loved running around in a tanky Griffin-3M specced out for SRM bombing
|
# ? Oct 25, 2018 01:50 |
|
The quirks system is legit good, it can help differentiate mechs that would otherwise be too samey and even help otherwise bad mechs by giving them a niche where they're actually good. The Cicada for example could really use a quirk to make it good for something for example.
|
# ? Oct 25, 2018 02:12 |
|
having quirks could give you a reason to actually use a trebuchet or a catapult for its intended purpose over...literally any other mech in the same class with 2+ missile hardpoints
|
# ? Oct 25, 2018 02:32 |
|
|
# ? May 28, 2024 06:01 |
|
Pornographic Memory posted:having quirks could give you a reason to actually use a trebuchet or a catapult for its intended purpose over...literally any other mech in the same class with 2+ missile hardpoints Even TT eventually recognized this.
|
# ? Oct 25, 2018 02:38 |