Re: Battlezone 2.5
Posted: Fri Oct 18, 2013 8:01 am
				
				I understand the concerns behind changing up the scrap costs. I think I should change the terms I'm using, as my vernacular may be a little confusing. I'm trying to fight the dampened effectiveness of expensive units due to their costly nature (they're hiding behind expensive building requirements too!), and scrap hang times. When I say slow, I am mostly talking about the extensive hangtime at the beginning of the game that requires you to wait around for scrap (less than 2 extractors), and the crippling effects that hangtime can have if you get knocked off your feet. The expensiveness of everything means it can be pretty hard to recover mid to late game if you lose too many extractors, and managing them becomes more of a chore than I'm comfortable with. Both in terms of gameplay and metagame flexibility.
Shadow Knight, going through your list:
- Scrap capacity dramatically increased. More chance to fight back if the opponent holds most of the map
Already done. Scrap limit is currently 100.
- Buildings more expensive, but have a lot more health. It shouldn't be feasible to kill a building alone. Also gives repair trucks more of a use because buildings aren't getting one-shot
I think buildings will be fairly middle of the road as far as cost goes. I don't want to make them useless, but I am doing everything I can to keep from influencing the player to turtle. The mod may end up having very few static buildings, but buffing up the recycler health is pretty much guaranteed.
- Units are cheaper overall. Makes it more feasible to attack the opponent without tower crawling for efficiency
Already done, being balanced at the moment. Going to model some hoverscavs and make the shift to a pool-free style of play. 100% agree with your reasoning, and its cause for spamming cheap units.
- Ammo capacity on units increased. Goes hand in hand with tougher buildings and more units on the battlefield
Went the other direction with this actually, see below.
- All weapons tweaked. Tending towards the more destructive side of things with a total overhaul of a couple choice weapons (MAG for example). More weapons were to be added as well to add more specialisation towards specific armor types
Being done now. Starting with base weapons. I'm then going to evaluate each weapon's role on the battlefield, and examine where I can inject some creative new weapons into the game.
Ammo variables have been cut in half. They started out doubled, but the increase in ammo capacity combined with the low TTK(high damage) makes you a living god. The lower TTK also means that the ammo spent killing something is a lot less, so I may be looking at numbers instead of thinking: 'Old gun with 600 bullets kills 1.5 things, new gun with 250 bullets kills 3'.
- Defensive buildings and units significantly more dangerous. In vanilla BZ2 turrets and guardians are almost entirely unused except by the AI (which doesn't have to pay for them). This was also going to alter gun towers and spires to be more expensive but many times more powerful than in vanilla
Already done for the deployable defenses. Ratts/Gaurds are beast, but still capable of being taken down. Really good early game defense. As of right now, I'm feeling killing buildings should be an achievable task by normal vehicles, but the task would be better suited for a vehicle designed to kill buildings. This is to both encourage mixed unit tactics, and to provide a way to break through a really strong line of defense. I guess that is my way of saying bombers are coming back.
- Pilots have more health and are equipped with weapons on par with regular vehicle weapons (although on the lower end of the power scale). Whose stupid idea was it that infantry are equipped with weapons that struggle to kill other pilots in a world where it's extremely likely that they'll be fighting tanks? They shouldn't be strong enough to do serious damage to a vehicle, but certainly they should be strong enough to not be negligible
Not sure how I feel about this, though I think it's mostly my personal preference. (But, I messed around with the APC today. Not going to lie, the thing is pretty damn useless.)
Before I can start making serious mechanics and balance changes, I need to get two things done: Bring all vanilla assets to the new starting point for balance, and remove pools from normal gameplay. Once I do that, Phase 2 of development can begin. Enjoying your feedback so far. Thanks!
			Shadow Knight, going through your list:
- Scrap capacity dramatically increased. More chance to fight back if the opponent holds most of the map
Already done. Scrap limit is currently 100.
- Buildings more expensive, but have a lot more health. It shouldn't be feasible to kill a building alone. Also gives repair trucks more of a use because buildings aren't getting one-shot
I think buildings will be fairly middle of the road as far as cost goes. I don't want to make them useless, but I am doing everything I can to keep from influencing the player to turtle. The mod may end up having very few static buildings, but buffing up the recycler health is pretty much guaranteed.
- Units are cheaper overall. Makes it more feasible to attack the opponent without tower crawling for efficiency
Already done, being balanced at the moment. Going to model some hoverscavs and make the shift to a pool-free style of play. 100% agree with your reasoning, and its cause for spamming cheap units.
- Ammo capacity on units increased. Goes hand in hand with tougher buildings and more units on the battlefield
Went the other direction with this actually, see below.
- All weapons tweaked. Tending towards the more destructive side of things with a total overhaul of a couple choice weapons (MAG for example). More weapons were to be added as well to add more specialisation towards specific armor types
Being done now. Starting with base weapons. I'm then going to evaluate each weapon's role on the battlefield, and examine where I can inject some creative new weapons into the game.
Ammo variables have been cut in half. They started out doubled, but the increase in ammo capacity combined with the low TTK(high damage) makes you a living god. The lower TTK also means that the ammo spent killing something is a lot less, so I may be looking at numbers instead of thinking: 'Old gun with 600 bullets kills 1.5 things, new gun with 250 bullets kills 3'.
- Defensive buildings and units significantly more dangerous. In vanilla BZ2 turrets and guardians are almost entirely unused except by the AI (which doesn't have to pay for them). This was also going to alter gun towers and spires to be more expensive but many times more powerful than in vanilla
Already done for the deployable defenses. Ratts/Gaurds are beast, but still capable of being taken down. Really good early game defense. As of right now, I'm feeling killing buildings should be an achievable task by normal vehicles, but the task would be better suited for a vehicle designed to kill buildings. This is to both encourage mixed unit tactics, and to provide a way to break through a really strong line of defense. I guess that is my way of saying bombers are coming back.
- Pilots have more health and are equipped with weapons on par with regular vehicle weapons (although on the lower end of the power scale). Whose stupid idea was it that infantry are equipped with weapons that struggle to kill other pilots in a world where it's extremely likely that they'll be fighting tanks? They shouldn't be strong enough to do serious damage to a vehicle, but certainly they should be strong enough to not be negligible
Not sure how I feel about this, though I think it's mostly my personal preference. (But, I messed around with the APC today. Not going to lie, the thing is pretty damn useless.)
Before I can start making serious mechanics and balance changes, I need to get two things done: Bring all vanilla assets to the new starting point for balance, and remove pools from normal gameplay. Once I do that, Phase 2 of development can begin. Enjoying your feedback so far. Thanks!



 Figure out how to do (normals) smoothing before proceeding much further with making your models or you will find yourself re-making them all over again fairly soon.
  Figure out how to do (normals) smoothing before proceeding much further with making your models or you will find yourself re-making them all over again fairly soon.