|
Post by steelion on Jan 5, 2012 10:57:32 GMT -8
Make it so you can only volley two weapons at a time? Then you'd still have people mounting two 30-damage rails instead of one 50, for example, but it would counter people mounting 3 or 4 20-damage rails, since they'd have to sacrifice some other action to fire all guns. This would also apply to the other weapon types, but it should help some.
|
|
|
Post by Gravedust on Jan 5, 2012 11:08:52 GMT -8
Make it so you can only volley two weapons at a time? Then you'd still have people mounting two 30-damage rails instead of one 50, for example, but it would counter people mounting 3 or 4 20-damage rails, since they'd have to sacrifice some other action to fire all guns. This would also apply to the other weapon types, but it should help some. MMmmn.. You get 3 actions so I think you could still go: >Move or do whatever. >Volley 1&2 >Volley 3&4 Unless I'm not understanding you somewhar.
|
|
|
Post by disastranagant on Jan 5, 2012 11:15:54 GMT -8
Well, that is a slight improvement from a couple of my pods going move->jump->4 shots, claiming a 24 square radius as their own personal killing ground in the process.
Speaking of jets, it's currently a bit of a no-brainer to always miniaturize your jets to the fullest extent possible. It simply costs less to shrink them than it does to pay for the extra jump and mobility.
|
|
|
Post by xelada on Jan 5, 2012 11:30:32 GMT -8
One possible way of lessening volley power is to have a lowish difficulty hack that removes ability to volley, all the weapons still work but they can't fire off 4 shots simultainiously.
I also like the two only nerf, one is incapable of both types of move if they wish to fire 3 or 4 shots; it also means that the hack that removes an action has a juicier target.
|
|
|
Post by Gravedust on Jan 5, 2012 12:47:01 GMT -8
Speaking of jets, it's currently a bit of a no-brainer to always miniaturize your jets to the fullest extent possible. It simply costs less to shrink them than it does to pay for the extra jump and mobility. IIRC that's in there so people who want Jump:1 so they can get down from high places without busting their asses, or Jump:2 so they can hop on top of buildings/over walls when they need to, and want it as cheaply as possible. I assume everybody else will mini:30 their jets. Low-power jets are pretty light/cheap as it is though, and I don't see many people using them so maybe that will come out in a later version.
|
|
|
Post by disastranagant on Jan 5, 2012 13:24:24 GMT -8
Jets in general are pretty cheap. A 500 point one with sig 5 is only 21 size and 127 cost, which really ain't bad for how much more mobile it makes you. I think part of why people don't put more value in jets is because it's hard to see the terrain on the maps. Maybe make the height numbers and boundaries stand out more? Fall damage is also something of a footnote in the big wad o rules and there's never a formula given so we don't know how much we need to worry about it.
I guess there's some pathological case where a 3/1 pod might not want to shrink his jets, but I think everyone else at the very least breaks even.
|
|
|
Post by Ghost of Starman on Feb 10, 2012 12:23:40 GMT -8
So, uh... I'm kind of dissatisfied with the current method of assigning/earning XP. I'm having trouble articulating just why, though.
I know it's not a huge priority in the grand scheme of BattlePod right now, but can you speak a little more to your process and the rationale thereof, Gravedust?
|
|
|
Post by Gravedust on Feb 11, 2012 15:42:53 GMT -8
Hmmmn.. Well the XP system isn't really a core part of the game, it's something I essentially tacked on to accommodate the multiplayer aspects of this particular game, I figured it'd be a little more involving if a pilot's abilities grew a little as the campaign went on, and getting reset to 100 on death would also add a little more of an incentive to not die. I also toss people some bonus XP if they've been helpful to the game itself.
Now the main problem I see with the XP system is me, frankly, a lot of the time I just plain forget to add XP when people should be getting it, it gets lost in the shuffle of the other stuff I'm doing. Going back over the last mission quickly I think I forgot to give you about 2 xp hits that you made, for instance. (Which I'm gonna give you now) I also forget to not add it when I shouldn't. (actions with a >80% chance of succeeding usually don't result in an XP gain to prevent people from 'farming' xp during a mission.. I don't really expect this to be too big a problem though so generally I don't give this too much attention.)
I really need to systemize the process to make sure it gets done every time, I'll be trying out a method of doing that in the next mission. Anyway, if you do figure out what's bugging you about it, let me know and we can try to hash it out.
|
|
|
Post by Ghost of Starman on Feb 12, 2012 8:32:29 GMT -8
Thanks for the reply. I'll admit, a large part of my dissatisfaction was due to my specific situation, XP-wise; it felt like I was being punished for my style of play compared to my teammates, even though I couldn't tell what, specifically, I had done wrong.
Based on your explanation in the thread, I figured it was because I had missed with several of the shots I had taken. And I still think that if XP is only awarded for successful actions that you get a sort of snowball effect that isn't much fun for people who aren't hyper-specialized. But it looks like most of us (that lived) got a goodly amount of XP from the mission, so I can't complain.
|
|