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Chris

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Posts posted by Chris

  1. I'm very much open to balance suggestions such as these, mostly because right now at the dev end we're concentrating on getting the mechanics done and game balance is a bit of an afterthought right now. Having some workable stat values for the game would be useful for when we hit beta and we concentrate on the polishing a bit more.

    Just to inform the discussion a bit more, I think it'd be reasonable to assume that for the Caesans, you'd encounter the first three ranks of them before you got your hands on laser weapons - so non-combatants, guards and soldiers. Throwing ideas off the top of my head:

    A non combatant should probably go down after three/four pistol shots, a couple of shots from a rifle and a single shot from a shotgun or a precision rifle.

    A guard should go down after about 6 pistol shots, three rifle shots and two precision rifle / shotgun hits. Given there is 20% of the base damage variation on the weapons, there should be a possibility that a precision rifle hit or a shotgun hit would kill a guard outright if the player is very lucky with their random damage.

    A soldier should be a tough cookie. The pistol should be pretty ineffective, maybe 8-10 shots to kill him. The rifle would take 4-5 shots, and you'd be looking at three shotgun / precision rifle shots to kill one. Two even with good damage rolls. I think it'd be the same for a machinegun too (two hits).

    You can play around with values to try and get a system that would make that work. It's also worth thinking about the shotgun - it'd be good if that was a very powerful weapon close up but rapidly dropping off in power from beyond say 6 tiles range and pretty useless beyond about 10-12 tiles. I'm not sure if the current mechanics allow this as I don't remember them off the top of my head (they're on the wiki), so perhaps it'd be possible to design something with that effect? If not we can change the code a bit I guess.

  2. Yes, the sprites are 3D models that are rendered out and post-processed to add a border so they have a slightly more cartoony / stylised appearence. The only advantage they have over 3D models is that they require less processing power, so the game will run on a more basic machine.

    The main problem is the engine; it's not a very good piece of kit. Perhaps it would be possible to hack in some features so it can display 3D models, but that would take time. Right now we've got everything in place to do the renders (I even bought the servers this morning) and we know the pipeline works, so it makes sense to stick with that.

    But even if you had asked me a couple of months back, the simple fact is that we have excellent coders, but we don't have access to them all the time. Our lead coder was the lead coder on the latest Heroes of Might and Magic game, and he's pretty damn good. But would I rather have him code a 3D engine into the existing engine, or get the game mechanics done so we can get the game finished? The latter makes more sense.

    We made mistakes in the beginning when I had no idea what I was doing, and unfortunately you reach the point where you just have to crack on and finish the game despite the fact it's not going to be perfect. You can always make it better if you start over, but you've gotta finish it at some point.

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