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 Tested out B27... my thoughts 
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Joined: Fri Dec 30, 2011 3:33 am
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Post Re: Tested out B27... my thoughts
First, wanted to say that I actually liked that the Browncoat Heavies were so durable; they finally fit their theme. It's so, so so important, imho, that each faction becomes much less generic and fits their stated theme, if the SP Campaign's going to be truly Fun.

Anyhow, I've gotten going on modding a complete overhaul of the balance. I tried it last time but I wasn't very motivated without some sort of gameplay framework to balance for, but the Campaign provides a goal.



If you'd like to read about what I'd like to do, I've spoilered the TL:DNR.



Anyhow, that's the plan, in a nutshell. I don't have the time to do much art and I find CC's palette really annoying to work with but I'll try to get it done. I got maybe halfway through overhauling all of this last time but now that there's a gameplay structure to balance for, I'm feeling motivated enough to do all of the fiddly bits, I think.


Wed Jun 13, 2012 7:24 pm
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Joined: Sat Aug 16, 2008 7:17 pm
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Post Re: Tested out B27... my thoughts
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Cool!


Thu Jun 14, 2012 6:48 pm
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Joined: Fri Dec 30, 2011 3:33 am
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Post Re: Tested out B27... my thoughts
The MetaGame's nicely-commented and yay, it's not a biggie to work with.

First priority: develop smarter "groups" including some presets so that there are some very specific types with preset gear that the Tactical AI can work with and through correctly. I've also gotten rid of the need to micro this out, so that humans and the AI can land and fight with huge armies without endless micro detracting from play.

The groups that I've defined are pretty simplistic:

Brains: stay the same, do Gold-dig behaviors.
Engineers: automatically get put on Gold-dig.
Guards: automatically get put on Sentry.
Mecha: automatically get put on Brain-Hunt.
Assault: automatically get put on Brain-Hunt.
Turrets: automatically get put on Sentry.

Not quite sure how I'm going to sort this out from the Presets, yet, or the way that the Presets are used for base defenders. I don't like that these two things are mixed in terms of data and treatment. I think that each Troop needs 3 variations (engineer, guard, assault) or each faction needs 3 variations present to function correctly.

I want to separate these things, because we don't want the base guards to go walking off; they need to stay where they're put. Need to understand that part of the code better first.

But it's a start; instead of the player landing a passive army that just stands around waiting for orders and the AI on defensive mode just sitting there and putting all the new drops on default orders, not even Sentry, everybody's going to get really busy, automatically. So air-dropped armies can now be made functional for everybody, including players, getting rid of a lot of needless micro.


Thu Jun 14, 2012 8:39 pm
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Joined: Fri Jun 22, 2012 3:38 am
Posts: 8
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Post Re: Tested out B27... my thoughts
TheLastBanana wrote:
Browncoats will definitely be nerfed. We've already fixed the head bug.


What? No! Put it back!
Seriously, I thought it was one of the coolest things when I saw it happen. It's easy enough to justify in the lore too. These are custom-built remotely-controled bodies. The designers just put the control transciever in the chest cavity on this design.


Sat Jun 23, 2012 12:57 am
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