Author Topic: AEGIS forces need equipment.  (Read 1802 times)

Offline Joseph Hewitt

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AEGIS forces need equipment.
« Reply #15 on: September 03, 2009, 04:28:01 AM »
Quoting: Vair
For example, Luna II and Vadel are quite alike in game for me.

In that case I don't think you're ever likely to be satisfied. The Vadel and Luna II are both generalists (the Vadel is a sports/dueling mecha, while the Luna II is a commando designed for operating without support), but otherwise not very similar. They're different in terms of size (the Vadel is bigger), armor (the Vadel has about twice as much as the Luna II), movement (the Vadel is much faster), stats (the Luna II is more maneuverable, has much better targeting and sensor scores), armaments (the Luna II is meant for ambush attacks, the guided missiles and starburst rifle being good for sniping; the Vadel is meant for close engagement, although it lacks a powerful melee weapon), and defense (the Vadel has an antimissile system and a shield, both of which the Luna II lacks). A Vadel pilot really needs Initiative to be successful because of its high speed, while a Luna II pilot really needs Spot Weakness because of its high-DC no-BV weapons.

Offline Frumple

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AEGIS forces need equipment.
« Reply #16 on: September 03, 2009, 08:18:23 AM »
I had a nice ramble going, but the incoherentness bugged me. I would be curious as to who here actually uses stock mecha for more than the few battles it takes to start collecting spare parts, though admittedly that may not be the main thrust of the discussion (With M.Engineering available to the player, I imagine the real issue is making the enemy diverse.).

As for the 'sameness' mentioned, I guess what I'd suggest is to toss in some more non-battroids. There are zero arachnoids in the design folder right now, ferex. Nor are there any groundhuggers or ornithoids. There's precisely one groundcar. Actually, the battroids are the only thing that's got more than 10 models to their name -- the next closest, aerofighters, have 6, counting the transforming b'roid. The remaining three (gerwalk, hoverfighter, zoanoid) don't even have ten models between them. Throwing in some machines that differ meaningfully in ways beyond MV/TR (and speed, I suppose) would probably help spice things up a bit. If there were any way to make the AI react differently with different weapon loadouts/machines, that'd probably help to an equal degree.
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Offline xpace

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AEGIS forces need equipment.
« Reply #17 on: September 03, 2009, 02:39:09 PM »
Quoting: Frumple
As for the 'sameness' mentioned, I guess what I'd suggest is to toss in some more non-battroids...

Good point!
I agree, we need more variety. (And, IMO, it would be refreshing to see some of that increase in variety as new, non-battroid AEGIS units.) Also, I just don't see how having a different weapon loadout could be tantamount to having a "unique" mech for certain factions. OK, it would work for some factions, particularly for small corporations and nations. But for the primary powers that be?

Offline Joseph Hewitt

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AEGIS forces need equipment.
« Reply #18 on: September 03, 2009, 05:14:00 PM »
Quoting: Frumple
As for the 'sameness' mentioned, I guess what I'd suggest is to toss in some more non-battroids. There are zero arachnoids in the design folder right now, ferex. Nor are there any groundhuggers or ornithoids.

I'll see what I can do. The reason there aren't many arachnoids, groundhuggers, groundcars, or zoanoids is that we're still limited to L5 mecha and I haven't added many asteroid colonies yet. Some more of these types will be added for the Bohemians, then when we get to Earth (maybe in a year or so, I hope) we'll be seeing far more.

The aerofighters, hoverfighters, and gerwalks I have no excuse for. I'll add some more of them soon.

Offline Vair

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AEGIS forces need equipment.
« Reply #19 on: September 04, 2009, 02:07:38 AM »
Quoting: Joseph Hewitt
In that case I don't think you're ever likely to be satisfied.


I guess then that lot of 'sameness' depended on the fact that my playstyle didn't use many of their traits. Or I was really not too perceptive too find any differences.

Quoting: Frumple
I guess what I'd suggest is to toss in some more non-battroids.


Yeah, good idea. Altough it means even more mechas, where there is so many of them already and so I am ambivalent a lil bit. Can we at least leave out zoanoids, please? I never was too fond of those animal mecha, seems kinda cliche and too power rangeresque for me (mechas based on some nature's ideas = good, mechas which try to become big versions of nature's products = bad).

No? Oh well..