Author Topic: GH2: Core features not yet implemented  (Read 13465 times)

Offline JohnnyDmonic

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GH2: Core features not yet implemented
« Reply #45 on: November 14, 2007, 04:57:26 pm »
I've got a few higher end SF:1 mechs in my mecha, I'm rebalancing the entire list yet again (realized I had too many mecha at TR 0, even the Savin and Gigas don't get TR zero.  In fact, only the Alba, Kojedo, and a couple of other light mechs do for the most part), but I can repost the whole batch once I get done.

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #46 on: November 14, 2007, 06:02:57 pm »
My current plan for SF:1 mecha in GH2 is to include squads of SF:1 mecha in SF:2 combat, a la the elementals in Battletech. A squad would be around 5 mecha of the same type (with some modification- one commander, one heavy weapon, and so on) deployed together.

Offline macksting

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GH2: Core features not yet implemented
« Reply #47 on: November 14, 2007, 10:16:28 pm »
If you program it to handle batches of a single type, is there any chance you could get it to favor mobilizing Jos and Maanji together? The descriptions seem to indicate they're made to deploy together, if by no means exclusively, then at least very effectively.

Offline Varil

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GH2: Core features not yet implemented
« Reply #48 on: November 15, 2007, 05:52:14 am »
Teaching the AI limited group/team tactics in general would be a worthy, if potentially difficult, addition.

Maybe tags of some sort could be applied to mecha, and they could influence(but not completely determine) the general type of mecha you get in encounters. An average group would tend towards a melee-heavy mecha, a couple of generic gunners, and a heavy weapons/artillery mecha for example(Not saying this is actually an ideal group, just an example) and the RNG might bias itself towards making this group by tweaking the chances of each mecha being chosen based on it's tags.

The downside is that any 'generalized' mecha who might suit lots of tags would be chosen more often than specialized mecha....maybe each tag could also get a power rating to determine its over-all value in that role? Artillery 65 would be picked for the "Artillery" role more often than Artillery 15, for example.

Maybe I'm just over-thinking things. But something like this could also be applied for generalizing what that mecha actually does on the battlefield, too. An artillery-tagged-mecha would tend to hang back and fight from a distance, while a melee mecha would try and get in your face. Not exclusively, but in general they could tend towards their specialties.

Offline macksting

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GH2: Core features not yet implemented
« Reply #49 on: November 15, 2007, 10:39:47 am »
Actually... I know GH2's the big project right now, but how much would it take to make the Rusty Scepter do anything in GH1?

Offline JohnnyDmonic

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GH2: Core features not yet implemented
« Reply #50 on: November 15, 2007, 03:55:41 pm »
Quoting: macksting
Actually... I know GH2's the big project right now, but how much would it take to make the Rusty Scepter do anything in GH1?


Whatcha want it to do?  I wrote a satellite passkey teleporter item for GH1 a while back but no one seemed real excited by it.  Oh, I know, it could also be satellite related. Say it's linked to an old military satellite, I could set it so using the scepter does the BOMB effect randomly on the map you're on.  Can't do stat bonus items in GH1, and I can't figure out a way to do a healing line from a non-healing item, but I could write pretty much any other effect.

Offline macksting

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GH2: Core features not yet implemented
« Reply #51 on: November 15, 2007, 04:32:06 pm »
I assumed it was part of the goal of putting Ironwind Fortress on a path to a greener, happier life. If you use a lot of skills on their historical monument, you get some definite impressions that the place could be helped along.

Offline Joseph Hewitt

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GH2: Core features not yet implemented
« Reply #52 on: November 16, 2007, 06:25:07 am »
The original plan for the rusty scepter quest was going to be quite involved. I plan to do something with it. I also need to get those new lancemates added. I'll start a new thread about it.

Offline Onisuzume

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Re: GH2: Core features not yet implemented
« Reply #53 on: November 26, 2009, 06:28:29 am »
Well, as for the bones thingy; one could add dead PCs to abandoned space ships and the like?

Offline Joseph Hewitt

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Re: GH2: Core features not yet implemented
« Reply #54 on: November 27, 2009, 06:06:01 am »
Well, as for the bones thingy; one could add dead PCs to abandoned space ships and the like?

Or, one could add "Alternate Continuity" PCs- dead PCs show up as NPCs at the same renown as when they died. I think for this game that would be better, since it's not the equipment on the PC's person that you're really interested in.