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Author Topic: Chapter Master - In the name of the Emperor!  (Read 798930 times)

JohnieRWilkins

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Re: Chapter Master - In the name of the Emperor!
« Reply #1125 on: February 09, 2015, 04:50:42 pm »

I think an out of the box solution would be to make the experience and armor and shield resistances multiplicative and a minimum of 1 (ex: .25 damage multi from experience*.7 damage multi from AC) to make sure that it's never reduced to 0. Then give the force fields/other possible damage reductions a chance to negate damage entirely. (Ex: displacement field whisks the marine away from harm, sword parries melee attack, or bike is too fast to get hit.)

e: Now that I think of it you could also make heavy weapons hit for ungodly amounts of damage but fire only every other turn or so to balance against all these damage reductions. It'd also make certain weapon distinctions possible by adding a third dimension to the existing damage and armor penetration statistics.
« Last Edit: February 09, 2015, 05:13:29 pm by JohnieRWilkins »
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1126 on: February 09, 2015, 09:00:55 pm »

For the record, I disagree with several of those weapon changes. Particularly the AC bonuses, as a Storm Shield and a chainsword giving equivalent bonuses to avoid being hit(And I believe AC is against ranged, not just melee) makes me squint my eyes in annoyance. And I don't think the Bionics should give a bonus, or at least nowhere near that much of one.

This is partially because I don't think that there should be a reason to use all weapons; Some cost more than others, and that's for a reason. Especially given that you've nerfed my geneseed farm technique for mass-producing battle barges, the amount of requisition something costs is actually kinda important.

I do think there should be some weapon changes, like having chainswords give maybe +2 AC or 5% damage resistance in melee or something, as the difference between it and a chainaxe is immense, especially when the chainaxe costs less than the chainsword. And making Thunder Hammers more effective...

I think my biggest desire would be for all the weapons graphics to be implemented, though. :P I have to choose between looking cool and being effective, right now, which makes me sad.

EDIT: Also, I feel like the Iron Halo/Rosarius should allow us to go beyond the 75% limit. Or, allow us to go beyond a new 60% damage reduction limit. That way really experienced Chaplains wouldn't be basically wasting their Rosarius, and I could put Iron Halos on my Chapter Master and not feel like a dunce for it.
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JohnieRWilkins

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Re: Chapter Master - In the name of the Emperor!
« Reply #1127 on: February 09, 2015, 09:18:43 pm »

You're right on both counts. Chainsword and eviscerator should give a parry bonus in melee like the power sword, ditto for force weapon. Bionics bonus is too steep, but as a fan of the Mechanicus and replacing the weak flesh I feel it should still be there in some form.

I don't understand your sentiment about useless weapons.
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1128 on: February 09, 2015, 09:27:36 pm »

A power sword will always be more useful than a chainsword. A Chainfist will always be more useful than a powerfist, because it's just a powerfist with chain weaponry attached. A combiflamer will always be more useful than a normal Bolter. When it costs requisition to make these weapons, some weapons will be less useful, but cheaper. Like a bolter versus a heavy bolter(as far as I can tell, there's no distinction between regular two-handed ranged and heavy two-handed ranged). Weapons should and will still have niches, and perhaps some more tags should be added to reflect that(an Initiative stat comes to mind), but they should not all be equally usable. A flamer is pointless against Chaos Terminators. A Plasma pistol is going to avail you little in the face of 1200 'Gaunts.

Minimum range might be a good idea, actually, though with vehicles being in front could run into complications. Or splash-back damage(Nice job firing a frag missile directly at the cultist's face, Brother Dipshittius. If only Brother Shardinface and I weren't right next to him at the time, maybe the Apothecaries wouldn't be so mad at you.).

My point is; there's a reason to use things other than power fists for melee, because they're stupidly expensive. There's a reason to use things other than missile launchers for ranged, and that's because you get two full rounds of firing with them at most, in addition to the fact that they should be shit against the really heavy armor.

EDIT: Also, I do believe bionics should give a bonus in some form...but rewarding you for needing to spend something to heal your marines just isn't a good game mechanic, nor does it really make much sense. I would by far rather them give you a very slight damage resistance bonus, which would also make Techmarines more resilient.

OTHEREDIT: Also, increasing my cooperation score doesn't increase my starting disposition. Not sure if this is on purpose or not.
YETANOTHEREDIT: MAster-Crafted Weapons seem really bugged. My Master-Crafted Power Axe has the same stats as the Storm shield on my Chapter Master(meaning it acts like a Chapter Standard, as far as I can tell, in being useless. >.>)
« Last Edit: February 09, 2015, 09:55:19 pm by Rolepgeek »
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1129 on: February 09, 2015, 10:11:37 pm »

I generally would like the weapon sensibilities from table top because they're what I understand. When we start getting into specific differences that go the opposite of the table top, I kinda start tuning out a bit. Especially of a game of this scale and with the kind of combat it has, the minor differences between weapons are kinda lost in the overall noise and randomness. It's not that I don't think the differences are important, it's just hard to know the actual impact since your Chapter Master isn't dueling a Necron Lord 1v1, ect...

But requisition is definitely a place to affect balance. I basically don't consider the req costs on wargear to really matter. Yeah, maybe if you're going to equip your entire chapter with Power Swords, the price difference matters. But not many would do it I think because a) what I said above, b) it'd be a pain and eat up a large chunk of req and c) it's not fluffly in the slightest. Line troops don't get power weapons, they're just too rare. Equipping everyone with plasma pistols and power swords is like, endgame YOLO stuff because you've got thousands of req to spare and are tired of building battle barges. I don't think it's right for average play.

So maybe req costs on gear need to be reworked with an eye toward the fluff. A power sword should costs hundreds of req, easily, to reflect its rarity. Same story with plasma weapons. Maybe chain axes are rarer and costly than chain swords, to reflect their higher damage. The basics of all this are already in there with how some stuff is so rare you can't even make it yet. But there's that, and then pretty much every other piece of gear in the game at the same relatively rarity/cost.
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1130 on: February 10, 2015, 12:27:31 am »

Far as I know, Power Swords aren't that stupendously rare, given most chapters have somewhere around a hundred of them, and the Imperial Guard has quite a few and so does just about everyone else in the Imperium.

However, doubling or tripling or something the cost of everything, and making vehicles more capable of surviving, wouldn'tbe a bad move. Or, what I think should really happen; make artifacts more meaningful, and make master-crafting possible (at the measly price of ranging from 5 to 50 times as much as the original item depending on various things!). Not rarer, they're already stupid rare to find one that's not chaos tainted or daemon infested, but with a bit more history, maybe even starting out with some(unless Fresh Blood; relatedly, Crafters could increase the ease with which you master-craft, and there could be a Chapter Advantage called Ancient Traditions or something that increases your starting artifacts and/or the number of artifacts you find that have a hiatory directly related to your chapter). Make them a bit stronger, more visually impacting, extra bonuses from the morale boost of holding a sacred artifact of the chapter...

I would say that without a geneseed farm letting you roll in Requisition, certain wargear things become meaningful(Plasma guns, oh dear Emperor their cost...) Yeah, it's not much of an issue to accumulate enough requisition to collect a shitton of them, but you aren't going to just be buying one thing, and if you don't have any extra left over, you can't gradually work your way up to improving your chapter, giving all your 'sergeants' power swords and plasma pistols, Bikes for an entire company, Iron Halos for every Captain and Company Champion, etc., because it costs everything just to maintain the chapter and keep up with losses. And while this might be grimdark likw the setting, and thus 'realistic' for 40k, I don't think it'd be very fun to never be quite able to keep up. It's about victory at great cost, not dying slowly and terribly alone in a world that hates you. The former is exciting; the latter, depressing. And if you can't build up, what is there to tear down?

Also, please oh god please make escorts worth a damn now that it takes forever to get them back...
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1131 on: February 10, 2015, 12:50:19 am »

Quote
... because it costs everything just to maintain the chapter and keep up with losses. And while this might be grimdark likw the setting, and thus 'realistic' for 40k, I don't think it'd be very fun to never be quite able to keep up. It's about victory at great cost, not dying slowly and terribly alone in a world that hates you.

Maybe for your custom scumbag traitor chapter :P As a loyal servant of the Emperor and his Imperium, I have little trouble maintaining my numbers over the course of a normal game. Most of my req is totally discretionary spending.

So I think your preferred play style might be influencing your perspective a little. I can slowly outfit my chapter pretty much as you described without really hurting my replacement rate. Which in turn, colors my wants a little. It feels like by the time you're making enough req to build cruisers and battle barges the equipment buying game has long since become trivial. There's a plethora of stuff to spend req on now compared to the game's first appearance, and after a good look at weapon stats, I'd like buying new equipment that doesn't ship with your chapter to feel like more meaty. Both in terms of costs and impact.
« Last Edit: February 10, 2015, 12:52:26 am by nenjin »
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1132 on: February 10, 2015, 01:06:14 am »

No, I was saying we shouldn't make everything cost stupendous amounts precisely because we'd fall into a situation where you slowly fall apart due to a lack of spare parts.

I lose rhinos more than I lose marines, I mean it gets bloody ridiculous. If I didn't have any req to even try to replace those losses, I'm not sure how long I'd last unless I decide to cheese it and keep the entire Chapter in one place at a time.

And as a loyal member of the Imperium who regularly sends half their members to go on Crusades, I'll have you know that you obviously aren't purging enough xenos and heresy for the Emperor. :P
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1133 on: February 10, 2015, 01:24:02 am »

Vehicles do seem to get it more than anything else. But that's pretty much true to the table top. They're big, easy to hit rolling death traps for troops.

Quote
And as a loyal member of the Imperium who regularly sends half their members to go on Crusades, I'll have you know that you obviously aren't purging enough xenos and heresy for the Emperor. :P

Not my fault they keep dying off so fast.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

JohnieRWilkins

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Re: Chapter Master - In the name of the Emperor!
« Reply #1134 on: February 10, 2015, 01:58:13 am »

There absolutely needs to be an option to salvage wargear from your fallen from almost any battle or event, even crusades. We also need the ability to farm artifacts and archeotech from space hulks liberating them from the talons of genestealers.
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Majestic7

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Re: Chapter Master - In the name of the Emperor!
« Reply #1135 on: February 10, 2015, 05:07:06 am »

Maybe salvage yeah, but you shouldn't get all the wargear the fallen had but rarely. If something rips a marine apart, it stands to reason the attack had enough power to begin with to slag his equipment. I dunno if it would be too much trouble to add [equipmentdestroyer] or something to certain attacks for this purpose. So heavy weapons and major monsters destroy equipment if they kill the dude, but light weapons don't.

edit: Likewise, it would be nice if vehicles could get disabled instead of destroyed sometimes. So they could be recovered and repaired, but would be inactive till then.
« Last Edit: February 10, 2015, 08:07:57 am by Majestic7 »
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Necroman21

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Re: Chapter Master - In the name of the Emperor!
« Reply #1136 on: February 10, 2015, 06:32:41 am »

Just a question. Would it be possible to make it so that if you are fleet based you could just fly to another random generated system once the one where you started gets boring. You could also let homeworld chapters do the same but have option of returning to the system they were in afterwards. Not sure how that would handle the time passing, but would it be possible for atleast fleet based ones?
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varsovie

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Re: Chapter Master - In the name of the Emperor!
« Reply #1137 on: February 10, 2015, 06:38:40 am »

No, I was saying we shouldn't make everything cost stupendous amounts precisely because we'd fall into a situation where you slowly fall apart due to a lack of spare parts.

I lose rhinos more than I lose marines, I mean it gets bloody ridiculous. If I didn't have any req to even try to replace those losses, I'm not sure how long I'd last unless I decide to cheese it and keep the entire Chapter in one place at a time.

And as a loyal member of the Imperium who regularly sends half their members to go on Crusades, I'll have you know that you obviously aren't purging enough xenos and heresy for the Emperor. :P

Don't use vehicles on every medium battles to avoid damage, concentrate the techmarines in a battle, I also like to organically attach a couple per coy. I only loose 1-2 if I decide to fight an "extreme" infestation on the ground and why would you, just nuke from orbit!

It's not unusual in my game to loose only couple psyker going full demons or a ship in the wrap (very annoying) and nothing else. It wuld be my main problem with the combat, it's way too easy to predict the results, and very hard to get just a little amount of attrition. It's not a problem of formula, but a problem of medel, line battle just isn't enough.
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Puzzlemaker

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Re: Chapter Master - In the name of the Emperor!
« Reply #1138 on: February 12, 2015, 10:07:10 am »

So after playing the most recent version, I noticed two things.  First, it's shaping up to be an awesome game, and second, there are still some problems with the GUI and the way that data is given to the player.

I know that you are probably working on a lot of these, but I will list them here anyway.

First, the way attacking planets is handled.  It's odd.  What's the point of unloading guys onto a planet?  It's not really unloading, it's more like garrisoning them.  The difference between Raids and Attacks seems utterly contrived, as well.  As far as I can see, Raids just start you closer to the enemy.  There needs to be a real strategic difference between the different actions you can take, otherwise just remove the "raid" option.

Second, the way troop transfers are handled.  It's kind of annoying.  I feel like troops should be moved on a company-wide basis, instead of as individuals, and you can move guys between companies.  I know this removes some control from the player, but honestly the extra control is almost pointless.  A better system, in my mind, would be something like this:

Select a planet, options are:
  Attack
  Strike Force
  Purge
  Garrison

Attack and Garrison work on a company level, meaning you select what companies you want to attack or garrison with.  Strike force lets you choose individuals.  This lets the player have more control on who goes down, without making it more complicated.  Don't want a certain unit in your attacks?  Make a company that doesn't have that unit in it, or choose the strike force option.

The planet also needs to show when you have guys on it, just for sanity reasons.

The ground combat is also interesting, now that it's visible in which guys are in which position.  My dreadnoughts are always in front?  My assault marines don't get involved until the front guys are gone?  Whaaa.  It's obvious it's a work in progress, but I figured I would throw my two cents in here.  I would much rather have a grid type thing then the lines, each group in the grid is a group of guys.  Would allow for more nuanced combat.  Maybe even the ability to order certain guys to do certain moves?  Yeee, assault packs to the rear to deal with ranged units!  Dreadnoughts, charge the enemy!

I also wish the planets defenses, instead of a huge number, worked on a similar basis to the way enemies were tracked.  Well defended hive world has a defense rating of 4, the invading orcs are a 2, so obviously they are being held back.  It makes it easier to judge when you need to intervene.

Oh, and the weapons and shit still need tooltips and stats visible.

But yes, awesome game.
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Nelia Hawk

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Re: Chapter Master - In the name of the Emperor!
« Reply #1139 on: February 12, 2015, 01:16:23 pm »

i wonder if combat like in dominions3 (4?) would work with this... i.e. a formation screen where you can place the companies at a position in the combat area with a formation like a line or box or so and maybe give basic orders.
or create squads/groups inside a company the same you make groups in dominions etc...
i.e. a screen like this http://lparchive.org/Dominions-3-%28by-Lilli-et-al%29/Update%2064/15-dom3ss_08012012_174047.jpg
maybe a screen with the company member list on the left and on the right side something similar to dominions where you add the people to company squads that keep mostly together in combat.
each company would have its individual screen where you can add the people to different squads, give them basic combat orders and a start position in combat. i.e. group 4 with 20 marines and 4 rhinos might have a flankign order that makes then drive to the side of the battlefield.. and maybe group 5 with 20 assault marines have the order to defend group 4 so when stuff tries to attack the flankign group the assault marines intercept and jumppack on the attackers... etc.

i also wonder if a different campaign map would work...
imagine a really big map (still randomly generated) with all chapters in it (with you either playing as one or adding your custom chapter as extra)... every chapter doing their own thing... i.e. a nearby chapter might doesnt care about a forge world and rather attack some orc masses further away. and some other chapter might try to defend the forge world and nearly systems and not fly away that far to hunt some random orc boss.
that way some ai chapter could get converted to chaos too maybe. over time depending on what it does and what ai characteristic it has (maybe based on the traits it has + some random bits so its not 100% the same every play i.e. uses dangerous corrupting artifacts instead of storing them or so) and what happens to them (i.e. events.).
« Last Edit: February 12, 2015, 01:31:47 pm by Nelia Hawk »
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