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Do we need more speical items?
Poll ended at Mon Sep 09, 2013 10:58 am
Yes 100%  100%  [ 7 ]
No 0%  0%  [ 0 ]
Maybe? 0%  0%  [ 0 ]
Total votes : 7
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 Post subject: List of New Special Items
PostPosted: Sat Aug 10, 2013 10:58 am 
Captain
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Welcome this is going to be a section of the forums where I hope we can start suggesting some new idea's for special items to be added to our favorite game super mechs! I'm only going to post my idea's and ask you whether or not we should have more special items! If you agree simply vote yes and leave your idea.

Now here are some of mine :)

Suggestion 1. Backpacks - A weapon(s) that can be changed for 1 action point during your turn.

Why is this a cool update? Well sometimes I end up facing someone who is 100% anti whatever standard build I've decided to go with and its always good to add a next level of strategy to a game.

Suggestion 2. Escape Pod - Sorry I couldn't come up with a better name for this one. But this basically thrusts your backwards. Its the opposite of a charge all the way until you hit the wall.

Why is this a good idea? Well we have charge, harpoons and teleports for getting closer. But only teleport can be used to get away. So I feel like a special item that throws your backwards until you hit the wall is a good idea

Suggestion 3. Protect - This is simple, the next attack your opponent does deals no damage. I'm not sure how strategic this can be but I see opportunities with it.

Is this a good idea? I'm not sure, the highest level I've been is 20 something. So you guys at the higher levels tell me whether or not this is a good idea!

Sorry I didn't list the energy costs for using any of these. But I'm not sure what they should be so if you'd like and you agree with me. Leave a comment saying what you think they should be :)

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 12:23 pm 
First Lieutenant
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Yes i like the first one and the 2nd one but i dont think the 3rd one would work.

Voted yes.

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 5:05 pm 
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For the record, you kind of made voting yes a truism here (since I am voting for being allowed to suggest new special items). That said, I like the topic.

jonesm wrote:
Yes i like the first one and the 2nd one but i dont think the 3rd one would work.

Voted yes.


I disagree, I think the third option could add some necessary strategy, but I am not so big a fan of the backpack idea. I try my best to have all three damage types in any build, and although this does not give me the tactical edge as someone who is 100% my build (as in if I am say 75% energy, and someone else is 90% energy, it makes it really hard to beat that 90%er.) If we have this backpack, I feel like a lot of the strategy/tactical thought process is deterred and absolute tactical builds are going to have a supercharged comparative advantage in battles.

I might come up with special items until I have time.

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 5:27 pm 
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SideOneDummy wrote:
For the record, you kind of made voting yes a truism here (since I am voting for being allowed to suggest new special items). That said, I like the topic.

jonesm wrote:
Yes i like the first one and the 2nd one but i dont think the 3rd one would work.

Voted yes.


I disagree, I think the third option could add some necessary strategy, but I am not so big a fan of the backpack idea. I try my best to have all three damage types in any build, and although this does not give me the tactical edge as someone who is 100% my build (as in if I am say 75% energy, and someone else is 90% energy, it makes it really hard to beat that 90%er.) If we have this backpack, I feel like a lot of the strategy/tactical thought process is deterred and absolute tactical builds are going to have a supercharged comparative advantage in battles.

I might come up with special items until I have time.


Thanks for your support! I worded it that way for the specific reason of having 1 topic that admins can look at to see what people think. I know its hard to disagree and say, "Hey, I don't have any ideas and I like the game the way it is right now! Hmph!" But I'm just trying to bring a greater awareness to one simple field of the game.

Also I hadn't thought of the backpack influencing the game that way. But I guess if a certain level has not enough weapon options. Some could almost end up winning every time. But that's already true for most of the top 100. There records are all like 70% wins 30% loses xD or less. Sometimes more.

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 9:12 pm 
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Slinkybd wrote:
Thanks for your support! I worded it that way for the specific reason of having 1 topic that admins can look at to see what people think.

I assumed as much. I honestly think more polls should be worded like this; that way more ideas make their way to the devs, not less. I just wanted to point it out because you worded your intro so carefully and I thought how you worded it was really clever, whether or not you did intentionally. 8-)

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 9:26 pm 
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yes .... We should have something like this.

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 Post subject: Re: List of New Special Items
PostPosted: Sat Aug 10, 2013 9:58 pm 
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raxcave wrote:
yes .... We should have something like this.


Which idea?

Also dont forget to leave your own idea's guys!

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 Post subject: Re: List of New Special Items
PostPosted: Sun Aug 11, 2013 1:44 am 
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A basic item of Battle Mechs I liked: Pulse Bomb. So if an opponent in this game trapped me in the corner and I have tracks and 0 energy, i can just say, "Bug off!" and shove him to the other end off the map.
Its kinda like Bully, Push, Back blow etc. but a one time use and pushes them more, and each level increases effect, simmilar to other special items. This item does not have any requirements of bullet, heat, rockets or energy.

Pulse Bomb Level 1
Required Level: 10
Damage: 6-10
Range: 1
Knockback: 5
Uses per battle: 1

Pulse Bomb Level 2
Required Level: 19
Damage: 15-22
Range: 2
Knockback: 6
Uses per battle: 1

Pulse Bomb Level 3
Required Level: 26
Damage: 30-40
Range: 2
Knockback: 7
Uses per battle: 1

Pulse Bomb Level 4
Required Level: 33
Damage: 40-55
Range: 3
Knockback: 8
Uses per battle: 2

Pulse Bomb Level 5
Required Level: 40
Damage 60-70
Range: 3
Knockback: 9
Uses per battle: 2

An Item I thought of was a homing device, which any point of the game, no matter where you are or what your energy is, you could return to the spot where you started at, you only need to buy it once, and its there for the whole game.

Another thing I thought of was a Multi-Missile-Launcher for special item, where it requires everything, but is powerful and has a large range on damage, but has limitted used. It has multi weapon effects has firing effects of a rocket hand/rpg, a machine gun or cylon drone, a red laser, and a blue laser all combined and fired at the same time, at different heights.
There are 5 different Upgrades for it:

Multi-Missile-Launcher Level 1
Reuired Level: 8
Damage: 5-45
Requirements: 3 heat, 3 energy, 5 rockets, 5 bullets.
Range: 4-6
Knockback: 1
Uses per battle: 2

Multi-Missile-Launcher Level 2
Required Level: 16
Damage: 10-60
Requirements: 6 heat, 6 energy, 5 rockets, 10 bullets.
Range: 3-6
Knockback: 1
Uses per battles: 2

Multi-Missile-Launcher Level 3
Required Level: 24
Damage: 20-85
Requirements: 7 heat, 7 energy, 10 rockets, 10 bullets
Range: 3-7
Knockback: 2
Uses per battles: 2

Multi-Missile-Launcher Level 4
Required Level: 32
Damage: 30-125
Requirements: 10 heat, 10 energy, 15 rockets, 15 bullets.
Range 3-8
Knockback: 3
Uses per battles: 3

Multi-Missile-Launcher Level 5
Required Level: 40
Damage: 40-185
Requirements: 10 heat, 10 energy, 20 rockets, 20 bullets.
Range 3-9
Knockback: 3
Uses per battles: unlimitted (not that it can be much more, since of the huge requirements!) :P


And yeah these are my ideas for special items, enjoy!

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 Post subject: Re: List of New Special Items
PostPosted: Sun Aug 11, 2013 3:35 am 
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StormCoyote wrote:
A basic item of Battle Mechs I liked: Pulse Bomb. So if an opponent in this game trapped me in the corner and I have tracks and 0 energy, i can just say, "Bug off!" and shove him to the other end off the map.
Its kinda like Bully, Push, Back blow etc. but a one time use and pushes them more, and each level increases effect, simmilar to other special items. This item does not have any requirements of bullet, heat, rockets or energy.

Pulse Bomb Level 1
Required Level: 10
Damage: 6-10
Range: 1
Knockback: 5
Uses per battle: 1

Pulse Bomb Level 2
Required Level: 19
Damage: 15-22
Range: 2
Knockback: 6
Uses per battle: 1

Pulse Bomb Level 3
Required Level: 26
Damage: 30-40
Range: 2
Knockback: 7
Uses per battle: 1

Pulse Bomb Level 4
Required Level: 33
Damage: 40-55
Range: 3
Knockback: 8
Uses per battle: 2

Pulse Bomb Level 5
Required Level: 40
Damage 60-70
Range: 3
Knockback: 9
Uses per battle: 2

An Item I thought of was a homing device, which any point of the game, no matter where you are or what your energy is, you could return to the spot where you started at, you only need to buy it once, and its there for the whole game.

Another thing I thought of was a Multi-Missile-Launcher for special item, where it requires everything, but is powerful and has a large range on damage, but has limitted used. It has multi weapon effects has firing effects of a rocket hand/rpg, a machine gun or cylon drone, a red laser, and a blue laser all combined and fired at the same time, at different heights.
There are 5 different Upgrades for it:

Multi-Missile-Launcher Level 1
Reuired Level: 8
Damage: 5-45
Requirements: 3 heat, 3 energy, 5 rockets, 5 bullets.
Range: 4-6
Knockback: 1
Uses per battle: 2

Multi-Missile-Launcher Level 2
Required Level: 16
Damage: 10-60
Requirements: 6 heat, 6 energy, 5 rockets, 10 bullets.
Range: 3-6
Knockback: 1
Uses per battles: 2

Multi-Missile-Launcher Level 3
Required Level: 24
Damage: 20-85
Requirements: 7 heat, 7 energy, 10 rockets, 10 bullets
Range: 3-7
Knockback: 2
Uses per battles: 2

Multi-Missile-Launcher Level 4
Required Level: 32
Damage: 30-125
Requirements: 10 heat, 10 energy, 15 rockets, 15 bullets.
Range 3-8
Knockback: 3
Uses per battles: 3

Multi-Missile-Launcher Level 5
Required Level: 40
Damage: 40-185
Requirements: 10 heat, 10 energy, 20 rockets, 20 bullets.
Range 3-9
Knockback: 3
Uses per battles: unlimitted (not that it can be much more, since of the huge requirements!) :P


And yeah these are my ideas for special items, enjoy!


Really like both of your suggestions! :mrgreen:

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 Post subject: Re: List of New Special Items
PostPosted: Sun Aug 11, 2013 11:00 am 
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StormCoyote wrote:
A basic item of Battle Mechs I liked: Pulse Bomb. So if an opponent in this game trapped me in the corner and I have tracks and 0 energy, i can just say, "Bug off!" and shove him to the other end off the map.
Its kinda like Bully, Push, Back blow etc. but a one time use and pushes them more, and each level increases effect, simmilar to other special items. This item does not have any requirements of bullet, heat, rockets or energy.

Pulse Bomb Level 1
Required Level: 10
Damage: 6-10
Range: 1
Knockback: 5
Uses per battle: 1

Pulse Bomb Level 2
Required Level: 19
Damage: 15-22
Range: 2
Knockback: 6
Uses per battle: 1

Pulse Bomb Level 3
Required Level: 26
Damage: 30-40
Range: 2
Knockback: 7
Uses per battle: 1

Pulse Bomb Level 4
Required Level: 33
Damage: 40-55
Range: 3
Knockback: 8
Uses per battle: 2

Pulse Bomb Level 5
Required Level: 40
Damage 60-70
Range: 3
Knockback: 9
Uses per battle: 2

An Item I thought of was a homing device, which any point of the game, no matter where you are or what your energy is, you could return to the spot where you started at, you only need to buy it once, and its there for the whole game.

Another thing I thought of was a Multi-Missile-Launcher for special item, where it requires everything, but is powerful and has a large range on damage, but has limitted used. It has multi weapon effects has firing effects of a rocket hand/rpg, a machine gun or cylon drone, a red laser, and a blue laser all combined and fired at the same time, at different heights.
There are 5 different Upgrades for it:

Multi-Missile-Launcher Level 1
Reuired Level: 8
Damage: 5-45
Requirements: 3 heat, 3 energy, 5 rockets, 5 bullets.
Range: 4-6
Knockback: 1
Uses per battle: 2

Multi-Missile-Launcher Level 2
Required Level: 16
Damage: 10-60
Requirements: 6 heat, 6 energy, 5 rockets, 10 bullets.
Range: 3-6
Knockback: 1
Uses per battles: 2

Multi-Missile-Launcher Level 3
Required Level: 24
Damage: 20-85
Requirements: 7 heat, 7 energy, 10 rockets, 10 bullets
Range: 3-7
Knockback: 2
Uses per battles: 2

Multi-Missile-Launcher Level 4
Required Level: 32
Damage: 30-125
Requirements: 10 heat, 10 energy, 15 rockets, 15 bullets.
Range 3-8
Knockback: 3
Uses per battles: 3

Multi-Missile-Launcher Level 5
Required Level: 40
Damage: 40-185
Requirements: 10 heat, 10 energy, 20 rockets, 20 bullets.
Range 3-9
Knockback: 3
Uses per battles: unlimitted (not that it can be much more, since of the huge requirements!) :P


And yeah these are my ideas for special items, enjoy!



I agree with the pulse and the multi-missle they both seem awesome.
I'm not 100% sure about the homing device but it could be an awesome thing depending on your build :3

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