Author Topic: Top things you liked/disliked about GH1  (Read 1011 times)

Offline SharkD

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Top things you liked/disliked about GH1
« on: January 11, 2007, 03:28:27 PM »
Things I liked:

1. lots of stats & skills and mecha customization
2. lots of NPCs and locations to visit and things to do
3. quality of the central plot elements was high
4. lots of variety in the types of quests
5. nice graphics (after a bit of work)

Things I disliked:

1. short length and lack of roleplaying in the central plot
2. random chatting
3. infinitely respawning monsters in dungeons
4. random quests became repetitive after a while. If they'd had a cumulative effect on the game world (such as increasing/decreasing a faction's territory) it would have been better and would have provided you with a goal to strive for.
5. couldn't design a mecha from scratch

Offline Machina

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Top things you liked/disliked about GH1
« Reply #1 on: January 11, 2007, 04:12:08 PM »
-Likes-
Mecha. I'm a huge mechaphile.
Great customization for your character and machine.
Fair variety of things to do.
Nice backstory and concepts

-Disikes-
Fairly linear plot and interactions limiting some roleplaying.
Being plagued by an endless horde of critters while looking for the next set of stairs in a dungeon.
Lancemate AI. I'd kill for a "don't shoot that" command.

-Neutral-
(Things I was irked by, but appreciated.)
Random shops. Made finding some things hard, (like to test them) but an accomplishment.

Offline Sabin Stargem

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Top things you liked/disliked about GH1
« Reply #2 on: January 11, 2007, 05:24:27 PM »
I liked Gearhead one, in that there was a greater variety of things to do than there is in Gearhead 2, plus the combat is more interesting due to the varied battle terrains and greater variety of weapons, mecha, and other objects.

I can see how Gearhead 2 is an improvement, but the lack of content when compared to Gearhead 1 irks me.  I am someday hoping that Earth would be added to Gearhead 2, along with the items and mecha.  I don't expect this to happen for awhile though, mostly because Gearhead 2 is mostly about implementing new systems into the framework.

Offline Anticheese

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« Reply #3 on: January 11, 2007, 07:13:07 PM »
I pretty much agree with Machina on this one.

@Sabin Stargem -
Quoting: Sabin Stargem
Gearhead 2 is mostly about implementing new systems into the framework.


Exactly. But with the new post on how to create arena missions we might be able to get a few bits of user created content in the meantime.

Offline macksting

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Top things you liked/disliked about GH1
« Reply #4 on: January 11, 2007, 07:29:23 PM »
Liked:
High quality plotlines.
Fair variety of plotlines; I had a few favorites.
The fact that it's a mecha anime roguelike. Sure I haven't touched the rogue-like version in a year, but it's darned impressive.
The setting! I'm a sucker for backstory.
The Fallout-like sense of humor.
Factions. I can dig that.
Complex decisions.
Multiple ways around the same plot.
The mecha!
The modular nature of the content. Easily modded.
Lots of stuff to do, some of it quite the accomplishment.
The robots. God I love me some robots.

Disliked:
No love stories, or opportunities for them. S'okay, though, as they'd be hard to render in a believable fashion.
24-hour action. Again, it's based on a rogue-like; it would be a little silly if your Diablo character had to stop and rest every five minutes, for instance.
That everything happens in, depending on how you play it, a month. Including the meteoric increase of skills. Granted, I'd not likely play if it grew any slower; it's a rogue-like.

Offline Joseph Hewitt

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Top things you liked/disliked about GH1
« Reply #5 on: January 11, 2007, 09:44:34 PM »
Quoting: Sabin Stargem
I can see how Gearhead 2 is an improvement, but the lack of content when compared to Gearhead 1 irks me. I am someday hoping that Earth would be added to Gearhead 2, along with the items and mecha.

I'm getting to it... be patient.

Offline palefire

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« Reply #6 on: January 12, 2007, 12:09:32 AM »
Liked:
Easily change everything! Simple to edit text files!

Disliked:
You might screw up doing that!

Liked:
Character growth! Keeps coming back and fight another day!

Disliked:
Keeps dying. But that's roguelike... err...

Liked:
Lots of NPCs to make friend with. Unlike other roguelike.

Disliked:
NPC names... especially when I have to telephone them.... much more especially when I have to find them.

Liked:
Lots of missions and quests!

Disliked:
Keeps getting rejected because I am not melancholy or cheerful etc.

Offline draconuszero

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« Reply #7 on: January 12, 2007, 04:33:26 PM »
A lot of my likes were stated already by other people.  The major thing I don't like about it is once you fight hunter series monsters and androbots and their mecha equivalents in threat levels it gets hard to survive while solo.  It is a bit painful when i'm attacked by 3-5 light nuke-equipped mecha since no dodging in the world would save you from a nuke.

Offline Varil

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« Reply #8 on: January 13, 2007, 07:39:08 AM »
The amount of super-heavy weaponry later in the game is...odd. Maybe some sort of limitation on the number of such weapons a single randomized encounter can spawn could be implemented in GH2?

If a monster/weapon is supposed to be rare, no more than a couple should spawn under randomized circumstances. A nest of Hunter-Xs would have a Killer and everything under, but a simple monster nest might have a single Hunter class with plenty of 'lesser' firepower.

Maybe if we a set a 'threat range' for quest types, so you get more specific array of descriptions. Early on you get rats nests, but people quickly stop asking you to clean sewers once you get a reputation. They're more likely to ask you to go clean up a biomonster infestation. At very elite levels, they only offer you top-notch jobs. You can still find the others if you look for em, but you aren't gonna get a phone call asking you to deal with a local band of hoodlums unless they're the sort of hoodlums who burn cities to the ground with Dragon Ball Z-ish fireballs.

(This post in no way endorses the use of Dragon Ball Z-ish fireballs, or guys with funny hair screaming about things exceeding 9000.)

On top of that, a more diverse landscape, with more room for cover and evasive maneuvers would ease up on the relative danger of most encounters, or at least help the player control that danger more easily, so it isn't just his skill of 10 rolling against 6 skills of 8 and praying for a critical hit.

Most preferably, most missions could use maps where the player could prepare and act, rather than just spawning on a battlefield full of nasties. Instead of spawning in a field with the enemies east of you, you spawn near the edge of the map, with some message informing you that you're nearing the base/hideout/etc. Assuming it isn't an ambush scenario for the enemies, you should spawn in some sort of cover(if available), so the player can begin the mission with stealth in mind if he chooses. Giving the player more options on how he can carry out a battle would greatly aid players who prefer to work solo.


...I think I rambled most of that post, so blame any lack of coherence on my sleepiness.

Offline Joseph Hewitt

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Top things you liked/disliked about GH1
« Reply #9 on: January 13, 2007, 07:57:20 AM »
Quoting: Varil
Maybe if we a set a 'threat range' for quest types, so you get more specific array of descriptions. Early on you get rats nests, but people quickly stop asking you to clean sewers once you get a reputation.

This is being implemented for GH2, for the reason you mention. Actually lots of the dislikes listed for GH1 should be improved in GH2... which, I guess, will spawn its own list of dislikes.

Quoting: Varil
Most preferably, most missions could use maps where the player could prepare and act, rather than just spawning on a battlefield full of nasties.

I'd like that too. I've thought about this- I have two real options. The first is to make the maps bigger. In GH2 maps can go up to 100 tiles x 100 tiles; in GH1 all maps are 50x50. Most combat maps in GH2 are either 30x30 or 50x50. For high level combat, the larger maps will be used. Make the map too big, though, and both the enemy AI and the SDL redraw slow right down.

The second thing that could be done is to lower all weapon ranges and movement speeds. This would make maps of the same size "tactically larger" (I just made up that term).

The important thing, as you said, is to make sure there's enough cover. I mentioned in another thread that props in GH2 will count as cover, so you can hide behind crates and the like. I would like for combat to be more tactical and less number-mashing.

Offline palefire

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« Reply #10 on: January 13, 2007, 09:03:58 AM »
Quoting: Varil

(This post in no way endorses the use of Dragon Ball Z-ish fireballs, or guys with funny hair screaming about things exceeding 9000.)


I think there's something about charge up weapons that has been mentioned long ago, and there's another thing about making people say silly things when they fire their weapon some time ago.  Put these two together and maybe they can cry out  "Dra!" "gon!" "ish!" "Fire!" "Ball!"  at the top of their lungs while they are charging up the weapon.

Transforming mecha has also been mentioned some time ago. So maybe we can have some mechs that, instead of transforming into another type, transforms into different modes under certain circumstances. "Supermode buruburu" would be lame enoguh. "Super supermode buruburu" would be much more lame. Shouting silly things when they transform would certainly make you feel cozy and warm.

Bosses in the age of DBZ have a tendency to reveal their true power when they are defeated. I think this can be done with current resources.  Just deploy a new Him and make him say something. I think you have to make his corpse vanish too, and to somehow make him spawn on the same spot.

Speaking of transoming mechs reminds me of Transformers, which reminds me of ... sentient mecha,... which reminds me of scale 2 monsters,... which reminds me of... scale 2 pets,... which reminds me that even lancemates still have a far way to go.

Offline draconuszero

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« Reply #11 on: January 13, 2007, 03:38:54 PM »
In zoids, I recall there being some zoids that had modular variants that the pilot can use for different situations.

Offline SharkD

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« Reply #12 on: January 13, 2007, 04:10:58 PM »
Quoting: palefire
which reminds me of scale 2 monsters,... which reminds me of... scale 2 pets

That would be pretty cool.

Offline Joseph Hewitt

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« Reply #13 on: January 13, 2007, 07:09:31 PM »
Quoting: palefire
transforms into different modes under certain circumstances

There was also talk of a supercharger item that would greatly improve your mecha for a short time, but leave it drained and vunerable after that time was up.

Yes, lancemates need more work. I fear that another massive overhaul of aibrain.pp is in order... I say "fear" because it's one of the units I don't particularly like messing with, and I don't think I'm particularly good at programming it. I think I'll start a new thread.

Offline Anticheese

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« Reply #14 on: January 13, 2007, 09:55:01 PM »
Quoting: draconuszero

In zoids, I recall there being some zoids that had modular variants that the pilot can use for different situations.


I may have not watched it for something like 5 years..but I remember the main character had a mech that had 4 main modes:

White - Normal vanilla mech

Orange "Schnider" (I think its "Cutter" in German) - Melee Extrordinare

Blue - Speed..I think

Green - A walking tank with really powerful ranged weapons but was encumbered something awful.

With player owned Bases and Battleships (and subsequently Mecha bays) I could see equipment set swappers being a neat feature. Sure, you won't get to do a swap job in the middle of a battle (but possibly during a break in an Arena marathon) but it will be a good feature for when you know what you're up against.