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 Post subject: Terrain Modifiers
PostPosted: Mon Jun 17, 2013 9:02 pm 
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Has any thought been given to adding terrain modifiers. Examples: lava planets increasing heat, Ice planets reducing it, the void of space where bullets won't fire,dense atmospheres that lessen the effectiveness of lasers, electromagnetic fields the interfere with missile guidance. I think this would add a new dimension to building your mech and rethinking strategy.


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 Post subject: Re: Terrain Modifiers
PostPosted: Tue Jun 18, 2013 12:03 am 
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Hm, and maybe a mech can use one of their turns teleporting the arena to the new planet? Good idea :)

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 Post subject: Re: Terrain Modifiers
PostPosted: Tue Jun 18, 2013 12:06 am 
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Ha that would be sick.. Also even if the backgrounds don't affect game play it wouldn't hurt to add it.. Sort of like the new ui for battle dawn..

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 Post subject: Re: Terrain Modifiers
PostPosted: Tue Jun 18, 2013 3:02 am 
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Sounds like a nice idea to me. The one part I don't like to much about this idea would be the space part of it . Not being able to use a weapon would hurt a player way to much.
Instead, a reduction in the amount of damage done would be a better option. That way the player will still have the option of using that weapon, if they still want too.

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 Post subject: Re: Terrain Modifiers
PostPosted: Tue Jun 18, 2013 8:23 am 
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I agree with Chet2020. Terrain modifiers would be a nice touch! The thought has crossed my mind in the past that the harpoon could be used in conjunction with terrain to create some interesting scenarios. Ice (to freeze), Lava (to overheat) or a Magnet (to physically disable) mechs could all be utilized via walk, jump, harpoon or knockback.

With all of the individual resistance kits + modules, it has really slowed down game play on some levels. 72 exchanges is a bit much (see #1 ranked Mike5Mike vs GOD MODE). If that's going to be the SOP, programmers may as well allow multiple resistance modules of the same type & let it be a free-for-all.

Questions regarding ranking calculation remain & have yet to be addressed despite many inquiries.

Thanks to the programmers for taking suggestions & staying involved. That, more than anything, can help supermechs.com succeed where others have failed.

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 Post subject: Re: Terrain Modifiers
PostPosted: Fri Jun 21, 2013 4:19 am 
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Chet2020 wrote:
Has any thought been given to adding terrain modifiers. Examples: lava planets increasing heat, Ice planets reducing it, the void of space where bullets won't fire,dense atmospheres that lessen the effectiveness of lasers, electromagnetic fields the interfere with missile guidance. I think this would add a new dimension to building your mech and rethinking strategy.

Well, i liked that idea, and i'll suggest some new environment modifiers...
First, in space, you CAN fire bullets, provided you have the oxygen to ignite the explosive in the shell or you can use electromagnetism to accerelate the bullets(like the well known gauss gun). In fact, in that case, the bullets won't lose speed while travelling since there will be no air friction, hence increasing the penetration and damage.
Second, dense atmospheres will not only weaken lasers, it will also weaken bullets due to increased friction, reducing the range or damage of bullet weapons could be a good tweak for it.
Electromagnetic fields that interfere with missile guidance is an interesting idea, and it can also interfere with the electromagnetic accelerator type guns(the ones i was talking about above). It can also interfere with your own energy and/or energy weapons, reducing the strength of energy weapons and decreasing energy regen per turn.
And about interfering missile guidance, lava planets can do that too, since the missiles are generally heat seeking, aligning to the hottest object, flying to it, and exploding, if the planet is hotter than the mech itself, the missile will target the planet instead, missing the 'actual' target. Logically, it can even hit your own mech!
These kind of planets can have a heat level of their own, increasing the heat of cooler mechs for a percentage of the heat difference evert turn.
Ice planets can have their own heat level too, but these ones will have heat levels below zero and cool warmer mechs down for a percentage. Decreasing the mech's heat lower than zero can freeze them, making them unable to walk or use weapons, even increasing the damage taken(frozen things shatter quickly ;) ) making the use of heat weapons an obligation if you don't want your mech to freeze.

These are my suggestions, and thank you Chet2020, for coming up with that idea :)

Oh god, these will take a lot of devhours to be applied to the game :P

Ferr3t wrote:
Hm, and maybe a mech can use one of their turns teleporting the arena to the new planet? Good idea :)

That will be the core of planet strategy and it should cost a lof of energy or heat(or both XD ) to teleport the arena OR the arena teleporter should have max usages per battle (OR even better, both XD ).

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