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#41 KingBalder

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Posted 23 June 2012 - 07:50 PM

Reposted from another forum topic:

The things that I am still trying to work out about weapons and movement declarations are:

If you declare fire before declaring movement, when do you suffer the effects of heat buildup and the possible detrimental effects of weapons fire (actuator damage reducing movement, etc).

When do piloting checks for falling take place? What about piloting checks due to crossed terrain like water or rubble, and when would the fall itself happen if failed?

I am guessing that having the weapons and movement declarations at the same time is meant to try to make the user input portion of a turn be at the same time and not twice in a turn, and I can see some benefit to that for an online game, provided there are not un-logical shortcuts added to make it possible.

#42 KingBalder

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Posted 23 June 2012 - 07:50 PM

Reposted from another forum topic:

One general question I wanted to ask, not sure if it'll get answered here.

It concerns weapon fire. In the tabletop game you resolve weapons fire linearly, meaning, you delare you are going to fire weapon 1, 2, 3, 4, you roll tohit for weapons 1, 2, 3, 4, you apply damage (assuming all hit) done by 1, 2, 3, 4.

This observed order of weapons fire, to a certain level of player, could be set for optimal effect. For instance, if you had your 4 weapons as 1) SRM/6, 2) Med Laser, 3) Med Laser, and 4) PPC, if you fired and resolved them in that particular order you were not maximizing your ability to get critical hit through internal structure damage.

Optimially, you would fire the PPC first to attempt to open a big hole in a damaged or thin armor location, and then the 2 MLs to either further open holes or exploit an opening, and lastly the SRM as the multitude of missiles are best used as critical hitters as the damage is minimal compared to the bigger weapons.

Will MWT allow us to declare the weapons fire in the order we wish it to happen, since damage is not instant, it resolves in order so that crits and other effects can be determined. My fear is that a mech's weapon layout will be in order 1, 2, 3, 4 with the PPC at the end, and we will only be allowed to checkmark which weapons to fire, and the game will fire them in the order listed on the weapons loadout top to bottom and not with any regard for which weapon goes when. Even a flat rule of Bigger Weapons First, Missles Last, or some such, would work if it could be programmed in.

#43 blaze32

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Posted 24 June 2012 - 10:10 PM

For the empty chassis does it have any limitations like a varient or is it fully customizeable?

I would like a spider with an Srm4...

#44 blaze32

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Posted 24 June 2012 - 10:18 PM

View PostOberon, on 21 June 2012 - 12:19 PM, said:

What happens if a mech runs out of ammo, or loses all it's weapons? Without melee what can they do?
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#45 Teranika

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Posted 25 June 2012 - 09:51 AM

Will there be any type of 'chat' channel with your opponent?

I'm actually hoping the answer is 'no', as I can foresee it getting used to harass people who aren't taking their turn fast enough for their opponent.
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#46 Ascendant

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Posted 25 June 2012 - 12:33 PM

Will there be any ranking system or global scoreboard? Will matchmaking be totally random, or based on some ranking system (if implemented)?

Will there be any meaningful implementation of House/Merc/Periphery state allegiance?
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#47 Chukenator

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Posted 25 June 2012 - 01:01 PM

View PostKingBalder, on 23 June 2012 - 07:50 PM, said:

Reposted from another forum topic:

One general question I wanted to ask, not sure if it'll get answered here.

It concerns weapon fire. In the tabletop game you resolve weapons fire linearly, meaning, you delare you are going to fire weapon 1, 2, 3, 4, you roll tohit for weapons 1, 2, 3, 4, you apply damage (assuming all hit) done by 1, 2, 3, 4.

This observed order of weapons fire, to a certain level of player, could be set for optimal effect. For instance, if you had your 4 weapons as 1) SRM/6, 2) Med Laser, 3) Med Laser, and 4) PPC, if you fired and resolved them in that particular order you were not maximizing your ability to get critical hit through internal structure damage.

Optimially, you would fire the PPC first to attempt to open a big hole in a damaged or thin armor location, and then the 2 MLs to either further open holes or exploit an opening, and lastly the SRM as the multitude of missiles are best used as critical hitters as the damage is minimal compared to the bigger weapons.

Will MWT allow us to declare the weapons fire in the order we wish it to happen, since damage is not instant, it resolves in order so that crits and other effects can be determined. My fear is that a mech's weapon layout will be in order 1, 2, 3, 4 with the PPC at the end, and we will only be allowed to checkmark which weapons to fire, and the game will fire them in the order listed on the weapons loadout top to bottom and not with any regard for which weapon goes when. Even a flat rule of Bigger Weapons First, Missles Last, or some such, would work if it could be programmed in.

Hah. Great question. Super geeky question, too, but I guess that's the point of these forums.

Know that we have you covered.

Generally the best tactic is to have the highest damage weapon punch through armor before the machine guns or missiles rack up the crits. You know this, people who're interested in this question know this. So instead making savvy 'Mech players order their weapons each time we're going to do that work for you and prioritize weapon resolutions in the most optimal way: all weapon damage will be applied to each Mech location in descending order of the magnitude of damage.

Now, people might be concerned with the order of resolutions not lining up with the order of animation and that's a more complicated issue. End of the day we're looking to have cool shit blow up in rad-tacular ways without the constraint of hard structured weapon resolutions else we're left every 'Mech shooting AC/20s at the same time, and then we'll be treated to a synchronized laser show and then maybe we'll luck out watch all our 'Mechs pour missiles into each other. Lame.

In summary: regardless how it looks on screen we'll be resolving damage in the most optimal way. Cool beans?

#48 Undead

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Posted 25 June 2012 - 02:07 PM

Are there plans to release iOS game client? Unity3d engine allows that, however it does require special optimization.
There are in-browser games, that also utilize f2p model and have ios clients, like Urvan Rivals, and quite a number of players come from this platform (though, these games are relatively simple, compared to MW:T)

#49 blaze32

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Posted 25 June 2012 - 04:59 PM

So you said that your weapon attaching style will be similar to mw4 right? So does that mean that we can replace the Spider's 2 medium lazers to 4 small lazers?

#50 Chukenator

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Posted 26 June 2012 - 01:35 AM

View Postblaze32, on 25 June 2012 - 04:59 PM, said:

So you said that your weapon attaching style will be similar to mw4 right? So does that mean that we can replace the Spider's 2 medium lazers to 4 small lazers?

Yep, yep. Or some flamers or some machine guns, sure, whatever floats your boat.

#51 Juodvarnis

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Posted 26 June 2012 - 01:44 AM

Is there any chance for Quadrupedal mechs: Scorpion and Goliath? Really hope so!
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#52 Chukenator

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Posted 26 June 2012 - 01:55 AM

View PostTeranika, on 25 June 2012 - 09:51 AM, said:

Will there be any type of 'chat' channel with your opponent?

I'm actually hoping the answer is 'no', as I can foresee it getting used to harass people who aren't taking their turn fast enough for their opponent.

Well we're operating under the idea that any communication between opponents is unnecessary. We see more worst case scenarios we'd like to avoid than potential positive interactions. Not to call the fan base of MW or BT or MWT crass or prone to uncontrollable fits of 'Mech rage; just listening to ourselves play test the Friends and Family build we're all super quick to pull out the f-bombs at the slightest inconvenience to our thoughtful and strategically sound plans. We can only image the goings on between internet strangers. No, no, we'd much prefer to talk to our internet friends.

So you'll still be able to talk to your buddies, even if you are matched up against them, just not strangers. Unless you friend them, then they're your problem.

#53 Chukenator

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Posted 26 June 2012 - 01:56 AM

View PostJuodvarnis, on 26 June 2012 - 01:44 AM, said:

Is there any chance for Quadrupedal mechs: Scorpion and Goliath? Really hope so!

No quadrupedal 'Mechs this first round, sorry!

#54 Juodvarnis

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Posted 26 June 2012 - 02:26 AM

View PostChukenator, on 26 June 2012 - 01:56 AM, said:

No quadrupedal 'Mechs this first round, sorry!
Aww man. :unsure:
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#55 Mystery

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Posted 26 June 2012 - 06:17 AM

Will there be a time limit/round limit option per game?
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#56 Aldin

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Posted 26 June 2012 - 06:29 AM

This question has been asked in various forms, but can we get a breakdown of the turn order? It would be especially good to know:

a) Will the previous turn's movement modifiers be the ones that apply to combat rolls or the current turn's modifiers?
b ) Will we be able to declare the order in which our weapon fire resolves both from a given mech and also between mechs firing at the same target?
c) Is range the distance when firing is declared or is it the range at the point where the weapon fire is shown cinematically?
d) Is terrain the terrain when firing is declared or is it the terrain at the point where the weapon fire is shown cinematically?

e) Is damage determined before or after movement?
f) In what order is heat accumulated between movement, combat and damage and which heat numbers apply to attack rolls?
f) What is the relation of the cinematics to the mechanics?

EDIT In another thread I was made aware of Chuckenator's post which I missed earlier. I think there's enough there to kill the questions relating to cinematics, but I'd still love the mechanics answers for a, e & f.
He either fears his fate too much, or his desserts are small
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#57 Mystery

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Posted 26 June 2012 - 07:31 AM

A) was answered in the podcast as the previous turns movement modifiers apply to the next round of firing.

So, turn one move X heat is used, turn two move heat isn't counted this round for firing then fire using turn ones modifiers.

http://www.pixelhunt...arrior-tactics/ head on over and take a listen.
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#58 iclorox

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Posted 26 June 2012 - 08:05 AM

View PostKingBalder, on 23 June 2012 - 07:50 PM, said:

Reposted from another forum topic:

One general question I wanted to ask, not sure if it'll get answered here.

It concerns weapon fire. In the tabletop game you resolve weapons fire linearly, meaning, you delare you are going to fire weapon 1, 2, 3, 4, you roll tohit for weapons 1, 2, 3, 4, you apply damage (assuming all hit) done by 1, 2, 3, 4.

This observed order of weapons fire, to a certain level of player, could be set for optimal effect. For instance, if you had your 4 weapons as 1) SRM/6, 2) Med Laser, 3) Med Laser, and 4) PPC, if you fired and resolved them in that particular order you were not maximizing your ability to get critical hit through internal structure damage.

Optimially, you would fire the PPC first to attempt to open a big hole in a damaged or thin armor location, and then the 2 MLs to either further open holes or exploit an opening, and lastly the SRM as the multitude of missiles are best used as critical hitters as the damage is minimal compared to the bigger weapons.

Will MWT allow us to declare the weapons fire in the order we wish it to happen, since damage is not instant, it resolves in order so that crits and other effects can be determined. My fear is that a mech's weapon layout will be in order 1, 2, 3, 4 with the PPC at the end, and we will only be allowed to checkmark which weapons to fire, and the game will fire them in the order listed on the weapons loadout top to bottom and not with any regard for which weapon goes when. Even a flat rule of Bigger Weapons First, Missles Last, or some such, would work if it could be programmed in.

+1 on this. We've thought of this on our end and we're trying out a few systems that 1) will be easy to understand for new players, 2) is easy to use even after you learn it. This kind of very fine detail can be lost on new players and give advantage to those players who know how to optimize their firing order. We want to give everyone the best outcome, so an automatic "flat rule" system is also being considered.

EDIT: And I just noticed that Chuckenator already answered! Go-go-production-powah!
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#59 iclorox

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Posted 26 June 2012 - 08:14 AM

View PostAldin, on 26 June 2012 - 06:29 AM, said:

This question has been asked in various forms, but can we get a breakdown of the turn order? It would be especially good to know:

a) Will the previous turn's movement modifiers be the ones that apply to combat rolls or the current turn's modifiers?
b ) Will we be able to declare the order in which our weapon fire resolves both from a given mech and also between mechs firing at the same target?
c) Is range the distance when firing is declared or is it the range at the point where the weapon fire is shown cinematically?
d) Is terrain the terrain when firing is declared or is it the terrain at the point where the weapon fire is shown cinematically?

e) Is damage determined before or after movement?
f) In what order is heat accumulated between movement, combat and damage and which heat numbers apply to attack rolls?
f) What is the relation of the cinematics to the mechanics?

EDIT In another thread I was made aware of Chuckenator's post which I missed earlier. I think there's enough there to kill the questions relating to cinematics, but I'd still love the mechanics answers for a, e & f.

a) Firing is declared first in a turn. Because of this, your target's movement amount (+type if jumping) from the previous turn are used as the attack modifier for the current turn.

e) Damage is resolved simultaneously after everyone has declared and committed their planned attack and movement. Everything unfolds simultaneously in the combat cinematic.

f) The heat from actions (firing/movement) planned in your current turn will generate effects and modifiers for your next turn. After all, all the heat is generated during the combat cinematic, when your Mechs move and fire!
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#60 Aldin

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Posted 26 June 2012 - 08:38 AM

Thanks, iclorox! I'm still a little unsure about the answer to "e". It sounds like the damage is rolled before movement and the results are applied after movement. Is this correct? Let me give the scenario I think is happening:

1) I didn't move my Atlas last turn and the Jenner I'm targeting in light woods only walked forward three hexes.
2) I fire at the Jenner with no modifiers for my movement, a modifier for the Jenner's movement and a modifier for the Jenner's terrain.
3) The Jenner jumps onto a cliff behind me while I still don't move.
4) The result of my attack on the Jenner blew off a leg. This damage will not prevent the jump, but the Jenner will be immobilized in the hex behind me. Had I destroyed it, it would be dead in the hex behind me. Had it exploded, damage from the explosion (if any) would have been calculated from the original hex and NOT the hex behind me.
5) The really cool cinematics make all that awesome action look great!
6) All heat expended accumulates.
7) Next turn.

If that's correct, I think I get it. Thanks again!
He either fears his fate too much, or his desserts are small
Who dares not put it to the touch, to gain or lose it all
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