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Pasted as Plain Text by registered user FadingMist ( 10 years ago )
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=-Before I start, I should say, I'm not native english speaker. I'm, actually, russian.
=-And huge thanks for your attention, Mark. I really appreciate this.
So, here our questions go:

 (The subject of this question more looks like a dream-goal) 

1) Will there be an event-gamemode with mining and basebuilding, based on factional play? As I would imagine it, for example, there could be a high-energy 200-CPU legendary 4x4x2 drilling module, that will fix you to the ground within 4 seconds, if you activated that near the <robit> and then it will pump out of the terrain robits, that will be storaged in little amounts within the module, or in huge amounts within the 2x2x2 75-CPU inventory blocks. When you'll load your cash into yours base, 25% of those bits will be transfered to you and 75% of them - to the faction. By using those robits, faction leaders could buy new robots into the battle, build new buildings with construction droids and just transfer them somewhere else. That gamemode would require huge map (3 wreckage fields, 2 expensive factional bases, full of angry players, who usually want to tear each other apart for additional components and robits), 1.5 hours of time, 40 players and ability for other players to connect into the played match, as well as disconnect from it without any charge. That's a serious goal for a Robocraft, but I hope, that you will, at least, think of this happening.

(Now, more realistic questions)

2) Will there be an energy rebalance, that will make maximum energy depend on the crafts CPU? It would prevent high-CPU domination guns at low-CPU arenas. 1 shots from a huge gun, and you're out of energy. Also, you, guys, need to make delay for regenerating power from !0%!.

3) Will there be a bunch of new non-special-action modules, like a mine-layer, EMI-towers or craft separator/connector, for dispatching remotely controlled drones with AI-modules or connecting platoon-players to yourself? Also, have you thought about static lasers, that needs to be charged up before shooting high-DPS beam?

4) Is block-setting tool is planned? Something, that will allow you to change LOML projectile type from locked to artillery or even simple no-lock, as well as able to change completely rudders behaviour (for what you've tryied to find an ultimate settings for all the existing flying crafts), how your craft needs them to work? 

5) Talking about rudders... Please, increase maximum speed and add proto-seeker ability to easily seek and destroy those players, who bring huge guns to the noobs on extremely agile, but, even though weak hovers. It supposed to be a noob-weapon, you've said? So let it protect noobs from overpowered little guys iwth a lot of cash in their pockets.

5) Will you rework movement? The bigger equipment is, the more HP and weight-capacity (what should be really important in the engineering game) it has and the less acceleration it needs to have. It's quite strange, when titan legs are able to jump on the skyscraper.

6) Any new planets or different physics environment? Gas giants and space for specific flyiers, low-gravity

7) What about NPC boss battles and bigger range of CPU matchmacking, that allows 6 high-CPU bots play against 10 medium and high ones? I wish, I could play someday as a tanky craft, that supports a defense for a little and quite agile jeep. You could make low-CPU players to even have couple respawns.

8) Maintaince of bots? You know, right now we have no garage, where you need to think about how effective each machine is, only collection of bots. The whole game right now is just more like a collecting bots, than developing them. In the first versions of Robo people were upgrading their bots for many weeks and months. But now there's no such need. There's no strict leveling up.

9) Reinventing heavy armor blocks with, maybe, some armor blocks, that protect you from the one type of damage, in cost of decreasing other stats? It's quite fun to play in platoons with a strict tactic, where everyone has their craft built specially for team work.

10) Turn off the autoregeneration. Just replace it with regeneration 3x3x2 25-CPU block, that requires power in similiar manner as nanos have and has 1 minute cooldown. Seriously, it looks weird and unnatural, when just a single block grows back to a whole functioning robot. And also, it kills some fun, when you take out opponent's gun, disarming them, but in couple of seconds you need to do this again. I know, you try to mantain the dynamic battles. But you just make it more arcade. If you really want to make players sweaty, when they exchange shots with each other, just give them more freedom in their movements. Believe me, just a simple mech-leg strafing would make players feel almost like they can do backflips, doing 360-no-scope shots.

I hope, you'll read these questions and answer me. Because I, as many speechless players, can see and I always saw a great potential in your game. But when all those fundamental gameplay started to change and your team done almost nothing to expand the non-combat aspect of the game, it's deep-space setting, I started to afraid, that you don't see how far Robocraft can go and develop, by simply adding little moments in it, that will exponentionaly connect with all other details in much-much more non-arcade, hard and deep gameplay, what will not scare newbies away, but intrigue them.
Even though, if it's beta, you always has the right to change some fundament of the gameplay. Sometimes it's better to worry about the future of your project, than just trying to hold it in your steel grip, trying to not let your authority go down.
Robocraft is more, than just WOT with an engineering.
Robocraft has opportunity to show how different depths of the space and angles of the robotechnical future can be.

And in case you didn't read this at all... Welp. I'll try to be heared through the 3d-arts and photoshop concepts. I have much more than enough ideas. The only barrier for me - is just a time and my ambitions.

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