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Design / Re: Brainstorming for turnbased combat
« on: March 16, 2014, 04:40:02 PM »How big will confrontations be numbers wise?Cheers, you are a genius! I am certainly asking help from the right people.
I meant the total number of robots (from all sides) in battles but I guess you have answered that already. Are all robots' chassis all alike? I mean, will there be drastic differences in terms of their bodies total weight, like tiny vs huge robots? Will some chassis have more slots than others?
Well there should definitely be some bigger boss enemies, and some robots like repairbots could be smaller than the other (repairbots could share a similar look to R2-D2). And I thought about spiderbots (at least as enemies). I'm not yet sure about more slots, at least for limbs. Maybe the robots could have some other slots like datachips in their "brains".
I don't think that the key for the robot's mobility speed lies with the number of legs but with their power core output and waist engines and the type of legs themselves. Also not all robots should feature legs, some could have tank tracks unless you are trying to recreate something like a Mech Warrior game.
Yes, you are right! My thought "more legs, more speed" was actually ridiculous! Thanks for pointing it out. I would like the game to be considered as scifi (so the technology should be at least somehow convincing)
Another thing you could exploit for tactics is managing the robots energy output. Imagine that each turn the robot's core produces a certain amount of power that is stored inside its capacitor and this energy is then used for everything, moving, firing etc... If the robot spends more energy than the amount it can recover each turn, it risks itself shutting down temporarily, leaving it completely vulnerable to enemy attacks. How much energy the robots' capacitor can store depends on how many batteries the robot has included. So you could add strategy elements with this system during its building phase as well as during combat. Some weapons or special attacks could require vasts amount of energy leaving the robot's capacitor empty requiring some turns before the robot's capacitor could be full again. You could even deactivate certain parts of the robot that consume passive energy to accelerate the energy recovering process. Activating and deactivating components could have a 1 turn lag to make it even more strategic.
Wow, your idea is brilliant! That could work as a replacement for fantasy genre's mana cost. But not only that. Some powerful weapons, like railgun, could take so much power to fire, that it has a great chance of putting the robot into "overload" state. Of course, that would be avoided by focusing enough recources to upgrade the capacitator. The energy mechanic would create some interesting risk vs reward situations. Also, the energy consumption could limit your actions for the turn, so that you could make as many actions per round as you wish, but more powerusage means a higher risk. And every arm/tool could be used only once per turn.
There is simply too much that could be done with an energy based robot. Some weapons could not require energy to be used like ballistic weapons, while beam weapons would entirely depend on energy; the same thing would apply to energy shields. So The player should ponder what type of weapon to use for each situation.
Just some thoughts.