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 MetaGame discussion 
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Post MetaGame discussion
-I thought it'd be fun to create a place to discuss the MetaGame in detail; to voice thoughts and concerns and all that good ♥♥♥♥.-

I wonder about the place of modding in the MetaGame, does anybody know how moddable the MetaGame will be? It seems obvious that it'll be possible to add mod factions but how about creating whole new scenarios? would it be possible for a determined fellow to create an RPG version of the metagame, where technology is researched and enemy tech can be captured and used?


Tue Feb 07, 2012 5:13 am
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Personally I'd love to see some kind of research system - so not all tech for your guys is available at the start of the game, and you have to spend gold / victory points to unlock new guns, actors, and craft.


Tue Feb 07, 2012 5:23 am
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Kettenkrad wrote:
Personally I'd love to see some kind of research system - so not all tech for your guys is available at the start of the game, and you have to spend gold / victory points to unlock new guns, actors, and craft.


my point exactly, and while this may not be in store for Data it should be possible to add.


Tue Feb 07, 2012 5:43 am
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Post Re: MetaGame discussion
I think, that even if the metagame isn't complete, if data wants to release the source code this forum would do so much more with it than it would be to begin with,

Back on topic, I would truthfully like to have more advanced weapons in the game, procedurally generated gibs (I bet this isn't nearly realistic and would be laggy) we have enough bullet sprayers. I would love to have some realistic vehicles/tech tree for the metagame, actors able to have multiple legs/arms


Tue Feb 07, 2012 6:13 am
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Data Realms Elite
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Post Re: MetaGame discussion
Kettenkrad wrote:
Personally I'd love to see some kind of research system - so not all tech for your guys is available at the start of the game, and you have to spend gold / victory points to unlock new guns, actors, and craft.


Yeah, like what weegee did on Cortex Shock, but it should be a faster system (or variable in speed according to the amount of sites selected) in order to unlock everything or almost everything during the game.


Tue Feb 07, 2012 6:41 am
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Post Re: MetaGame discussion
In a way, when you mod and test stuff - that is the player's research and development. Research as a in-game function can be a little wayward because of this. However, if the engine can recognize those tech changes in the metagame and impose a ruling on newly modded item, that could be a small but lively detail.

On to other items, among the biggest item I'm for is logistics. Mainly in the subject of how much will the base I build matter. Is it a forward research base to study things we finds in the field? Is it a fortified production structure, where over several steps, we must oversee the building, launching, and escorting of a, say, a heavy lift vehicle or SSTO. Will my sites interact with each other in 'real time'. All this is to say how will missions generate themselves for both the player's motives and the overarching story.

As for the core factions, Coalition, Techion, and Imperatus could not look like a better suite of personas for this. Together they feel clean and complete for what they are meant to accomplish. Lamest terms: we have some good teams in the lineup.

After the big stuff, the quality will round to serene and minimal details. Serene being the landscapes (maps) and if they will have atmosphere (haze, weather, wildlife, etc). Minimal being deployables, shield play, fire support from other bases and so on.

There is probably more on that list, likely more arcane, but that's my two coins.


Last edited by CCS on Wed Feb 08, 2012 5:49 am, edited 1 time in total.



Tue Feb 07, 2012 9:12 am
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Post Re: MetaGame discussion
CCS wrote:
On to other items, among the biggest item I'm for is logistics. Mainly in the subject of how much will the base I build matter. Is it a forward research base to study things we finds in the field? Is it a fortified production structure, where over several steps, we must oversee the building, launching, and escorting of a, say, a heavy lift vehicle or SSTO. DO my site interact with each other in 'real time'. All this is to say how will missions generate themselves for both the player's motives and the overarching story.


That would be awesome.

Like, having bunker modules that, I dunno, makes you generate more money or "reinforcements" that can be called from a "storage" in other of your bases for free. I'm picturing the warhead silos of MDC in an enemy location that they can use to strike you or to defend some of their bases, which you can destroy or conquer.

But that element would be great, bases should be much more than just concrete modules slapped together.


Tue Feb 07, 2012 9:31 am
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Post Re: MetaGame discussion
Asklar wrote:
-snip-

But that element would be great, bases should be much more than just concrete modules slapped together.


This would be sweet, I would like something similar to base building mechanic of X-com. and how about the late game ability to order various ICBM to take out a whole site in one fell swoop (though the missile and the research to acquire it would be inordinately expensive) unless one builds deep armoured bunkers to protect troops (perhaps the cost of placing an object could increase with the depth below ground level?)

EDIT: post trimming, forgot to remove a lot of unnecessary stuff


Wed Feb 08, 2012 4:09 am
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