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Author Topic: GR@W: Building Empires with Giant Robots: TURN 6  (Read 29226 times)

Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #120 on: December 19, 2013, 05:39:25 pm »

They're the "Test-bed" for new weapons technologies and the like. Only give as many points towards a technology (most likely warfare, though you cold argue in favour of any tech with the exception of industry and administration.) as it costs to manufacture a basic unit of it's design.
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GreatWyrmGold

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #121 on: December 19, 2013, 05:53:43 pm »

And hey, if I'm suggesting things for it: The ability to scrap prototypes for research points.
Why would you get research points from prototypes?
Reverse-engineering stuff?
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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #122 on: December 19, 2013, 06:16:43 pm »

The problem is that you only have two ways of obtaining a prototype: Either you build it or somebody give it to you. If you built it, why would you need to scrap it? You already have be blueprints and design documents for it. If somebody gave you a prototype, then they probably gave you the blueprints anyways (not to mention the fact that they probably have saved you time by giving you the tech levels directly). Yes, prototypes are stuffed with the cutting-edge technologies, but they're technologies that you put into them. Why would you get research from taking apart something you already knew how to build?

Reverse-engineering stuff?

You can't steal prototypes from other players. And probably never will, because that would be horrible to balance.
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Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #123 on: December 19, 2013, 06:19:14 pm »

Research and development, considering the difference in performance between a prototype and a production unit. (Scrapping is being used as a term for mothballing or relegating the unit for research purposes, which may sometimes involves dismantling the unit.)
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GreatWyrmGold

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #124 on: December 19, 2013, 06:20:37 pm »

You can't steal prototypes from other players. And probably never will, because that would be horrible to balance.
What's to balance?

Research and development, considering the difference in performance between a prototype and a production unit. (Scrapping is being used as a term for mothballing or relegating the unit for research purposes, which may sometimes involves dismantling the unit.)
On the other hand, you already know everything about it.


Here's an idea: Upgrades. A weaker mech turns into a stronger mech with less Production.
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GR@W: Building Empires with Giant Robots: TURN 2
« Reply #125 on: December 19, 2013, 06:49:22 pm »

Research and development, considering the difference in performance between a prototype and a production unit. (Scrapping is being used as a term for mothballing or relegating the unit for research purposes, which may sometimes involves dismantling the unit.)

This is a game about giant mecha smashing each other to bits and select pilots being able to take on entire armies. Of course prototypes are stupidly powerful compared to the production model!

You can't steal prototypes from other players. And probably never will, because that would be horrible to balance.
What's to balance?

Cost, chance of success. That kind of thing. It'll either be really powerful or completely useless.

Here's an idea: Upgrades. A weaker mech turns into a stronger mech with less Production.

Yeah, that can easily be a thing. The cost would be equal to the difference in costs between the two mechs. Also, they would have to be in your Unit Pool, since it'd be hard to convert them on the front lines.
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GreatWyrmGold

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #126 on: December 19, 2013, 06:57:59 pm »

Cost, chance of success. That kind of thing. It'll either be really powerful or completely useless.
How about the ability to capture enemy mechs/Aces, or to salvage Research Points towards some technology or another when a higher-tech empire's mechs get smashed in your territory?

Quote
Also, they would have to be in your Unit Pool, since it'd be hard to convert them on the front lines.
Oh really now? You just need a quick engineer and a lot of...okay, you'd need an Ace engineer and some good spare parts.

Which brings me another idea...a more in-depth crew system. I'll detail it more in a bit...
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Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #127 on: December 19, 2013, 07:01:28 pm »

Just get the battletech charts GWG. They'll save you a lot of time :P

Though the idea of salvaging more advanced tech from a battlefield does seem useful, and practical. Depending on who won, and how large it was.

And this game needs more jump/jet pack equipped infantry smashing into the cockpit of mecha as well :P
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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #128 on: December 19, 2013, 07:20:23 pm »

How about the ability to capture enemy mechs/Aces, or to salvage Research Points towards some technology or another when a higher-tech empire's mechs get smashed in your territory?

Though the idea of salvaging more advanced tech from a battlefield does seem useful, and practical. Depending on who won, and how large it was.

I'll save that for GR@W 2, since I'll actually be making use of the fact that I have a program to run the battles. Which also means that robots will make individual attacks instead of pooling together attack and defense values (meaning that evasion and accuracy are much more important) and that we can have different types of mecha and battleships with different effects and stats. Also fun stuff for later on in the game.

Which brings me another idea...a more in-depth crew system. I'll detail it more in a bit...

Please do. I'd love to steal more ideas for the next game.

And this game needs more jump/jet pack equipped infantry smashing into the cockpit of mecha as well :P

This ain't Battletech, bub. Not going to happen.
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Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #129 on: December 19, 2013, 07:22:02 pm »

Aw come on. There has to be a counter for a prototype-equipped Ace :c
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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #130 on: December 19, 2013, 07:45:36 pm »

Another prototype-equipped Ace. Alternatively 20+ regular Units.

...

I'll be the first to admit that it isn't the best system in the world.
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Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #131 on: December 19, 2013, 08:15:28 pm »

Well, I guess my prototypes will just be considered better-trained troops, because I shall unleash THE HORDE!
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GreatWyrmGold

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #132 on: December 19, 2013, 08:16:20 pm »

Spoiler: Advanced Crew System (click to show/hide)
It's just an outline, but it is.

Aw come on. There has to be a counter for a prototype-equipped Ace :c
There isn't in mecha anime. Mechanime?
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GR@W: Building Empires with Giant Robots: TURN 2
« Reply #133 on: December 19, 2013, 08:27:25 pm »

It's just an outline, but it is.

...

Eh, I'm not terribly impressed. It's just the current system with more people to worry about and with an experience bar added.
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Taricus

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Re: GR@W: Building Empires with Giant Robots: TURN 2
« Reply #134 on: December 19, 2013, 08:31:00 pm »

For a mech, you only need the pilot (Again, citing battletech. Maybe different here, but still) since the cockpit holds all the controls and the pilot is hooked-up into the machine itself. No ned for additional crew

Also, about your remark about this not being battletech: I'm here, and I'm not gonna be making a single giant mecha.
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