Author Topic: GH2: Core features not yet implemented  (Read 10819 times)

Offline macksting

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GH2: Core features not yet implemented
« Reply #30 on: November 10, 2007, 12:47:38 AM »
"Seat" might not always be the best word for it, mind you. The Strongarm shouldn't have a chair.

Offline Varil

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GH2: Core features not yet implemented
« Reply #31 on: November 10, 2007, 07:26:30 AM »
It could always get some fancy name like "Pilot-link" or something...

Offline macksting

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GH2: Core features not yet implemented
« Reply #32 on: November 10, 2007, 09:22:00 AM »
Sure, same as the gyroscope in a Renegade is called Advanced Suspension. I like "pilot-link." It's short. What others could we come up with for occasions when "seat" isn't appropriate?

Offline JohnnyDmonic

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GH2: Core features not yet implemented
« Reply #33 on: November 10, 2007, 09:29:26 AM »
Command Console
Command Interface
Neural Bridge
Whatever the Zerosaiko's control system is called (can't recall right now)

Offline Erathoniel

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GH2: Core features not yet implemented
« Reply #34 on: November 10, 2007, 02:52:03 PM »
Skull Cavity. That one should be what the cockpit on the Skull is called. (There is a Skull, right, isn't it a Blades mecha?)
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Offline macksting

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GH2: Core features not yet implemented
« Reply #35 on: November 11, 2007, 11:01:12 AM »
I kinda like "console."

Offline Imam

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GH2: Core features not yet implemented
« Reply #36 on: November 12, 2007, 07:09:14 AM »
How about adding more types of SF:1 mechas and armaments.
I guess players favouring strongarm type mecha deserves a good SF:1 assorment of armaments or even a new series of advanced "battle zoots" mecha with higher output engine and armament.
It would also even the odd for SF:1 mechas if they can have positive TR/MV value (if the programming are possible). Hey, they're smaller and has weaker amor. I think those weaknesses should be compensated by higher maneuverability and targetting precission.

I imagine these zoots swarming SF:3 mechas. they should have high MV/TR advantage against SF:3 armaments aside the Blast weaponry. 8D

BTW: I prefer "Interface" as the term for SF:1 cockpits.

Offline macksting

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GH2: Core features not yet implemented
« Reply #37 on: November 12, 2007, 10:48:52 AM »
Although I agree to an extent, it is important to note that SF:1 mecha aren't supposed to stand toe-to-toe with SF:2 very well.

Offline Varil

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GH2: Core features not yet implemented
« Reply #38 on: November 13, 2007, 02:33:31 AM »
That's why you use a squad of 'em in order to mix diversionary tactics with precision attacks. I imagine small scale mecha squads would be much more efficient at disabling larger mecha than an equivalent sized mecha, since their shots tend to be both less damaging and more precise. Not so great for out-right annihilation, though.

Offline Francisco Munoz

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GH2: Core features not yet implemented
« Reply #39 on: November 13, 2007, 02:41:33 AM »
Quoting: Varil
That's why you use a squad of 'em in order to mix diversionary tactics with precision attacks. I imagine small scale mecha squads would be much more efficient at disabling larger mecha than an equivalent sized mecha, since their shots tend to be both less damaging and more precise. Not so great for out-right annihilation, though.

Just like small vehicles like motorbikes or buggies are better than tanks... errr wait they aren't.
(I know that you can easily reverse this example talking about other kind of combat vehicles like planes/ships...)

Offline macksting

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GH2: Core features not yet implemented
« Reply #40 on: November 13, 2007, 10:05:03 AM »
A little rebalancing to make a lot of SF:1s better opponents would be okay, but a lot? It would seem to run counter to the game's chemistry to me, wherein a higher PV really is a better mech than a bunch of mecha equalling same.

Offline palefire

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GH2: Core features not yet implemented
« Reply #41 on: November 13, 2007, 10:47:03 AM »
Gulliver captured by the Lilliputs? of course!
But Heracles defeated by the Stymphalian birds? Unimaginable!
Think of Gulliver as a SF2 with low PV and Heracles one with high PV.

The problem is how a bunch of SF1s and a bunch of SF2s with the same PV (assuming optimized for the situation) would fare in comparison.

Offline Imam

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« Reply #42 on: November 14, 2007, 02:10:07 AM »
Quoting: macksting
A little rebalancing to make a lot of SF:1s better opponents would be okay, but a lot? It would seem to run counter to the game's chemistry to me, wherein a higher PV really is a better mech than a bunch of mecha equalling same.


I definately agree that high PV SF:2 mecha shouldn't be beaten by swarms of low PV SF:1 mechas. And GH really IS about SF:2 mechas. But bigger is not always better. I think that it should be possible to obtain an SF:1 mechas with PV equivalent of a Vadel or Zerosaiko. These high tech battle exoskeleton should be just as dangerous with their high maneuverability and superior targetting precision although their armor is weaker and the damage per hit should still be significantly lower that SF:2 mechas.

Offline macksting

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GH2: Core features not yet implemented
« Reply #43 on: November 14, 2007, 10:59:42 AM »
How would they contend with blast-radius weapons?

Offline Burzmali

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GH2: Core features not yet implemented
« Reply #44 on: November 14, 2007, 12:43:14 PM »
Poorly, though massively successful defenses can negate a lot of the damage.