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tmapm

Future Versions

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Just wondering what you guys want to see in the future versions. I am going to do what I want, however your input is considered. :D Do you see any place where AR2 is lacking? Is there stuff you want to see updated in the future?

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Well units, and even though we already talked about it, something needs to be done for Gen economy in case the player sucks and there is no water ;).

 

New units that don't upset anything but make the game more fun and all useful. A good example is TA : Absolute Annihilation.

 

In there EVERY unit has a purpose, even with tons of units.

 

And you and me gotta work on campaign sometime...;)

 

And maybe we gotta plan to put AR2 next on Supreme Commander? It would work...

^_^

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I think the campaign is most probably out the window, it's simply too time consuming, unless tmapm disputes that. I have ideas to tell the story though, perhaps through a series of illustrations or something.

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I do want to do a campaign...but I want to wait until I dedicate a release on the world of AR2. (New terrain, creating the city, atmosphere etc..)

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We need to only add more units if they serve a purpose. I personally like the mix of units right now but the Genesis could do with one more maybe for some more variety.

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I am wondering, now that new cities were mentioned, is that idea of the underground nemesis city still out there. I remeber that we were going to make a level witha n underground nemesis city.

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Underground maps would be an interesting change; you could talk to Mooman about the terrain, as he's working on some for YR2.

 

I don't really think anything new gameplay wise is neccessary, but more maps and of course the campaign would be very cool.

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*runs away screaming something about how there's already so much work to be done and he's glad he doesn't have to do any of the hard stuff*

Edited by RedFox34

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A third side made up of only sadistic hamsters! =)

don´t forgett the monkeys with their devastating superweapon

the super banana bomb :P

 

maybe you should think about rockpatch

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Yes awful lack of civilian buildings ;)...we need more...terrain could help I suppose...new units wouldn't hurt...

 

But sadistic hamsters sounds like a good idea....only they could unite everyone...

;)

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Ordos House would kill the hamsters quickly, considering Sigma Draconis, their homeworld, is an ice planet...

 

*begins building deviator units*

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I started another thread on this - it turned out to be quite a debate.

 

Summary of my thoughts:

  • Fixing all know internal errors must be the top priority.
  • Drop the cost penalty for Genesis units while G has a Venagenium. It only encourages players to sell the Venagenium after building an airbase, then it's a race to build aircraft.
  • Or encourage players to keep the Venagenium by upgrading the Leviathan - longer range, much harder to shoot down its projectiles, etc.
  • Make Genesis Reapers more efficient - faster and / or give them a small bonus in terms of $ per unit of vinifera harvested.
  • Improve Enforcers' visual range (see yet another thread).
  • Make Orchid a hover unit. It's odd that Leviathan hovers but Orchid doesn't.
  • Provide a decent counter to Armageddon. The best I've seen is that someone filled an Enforcer with Cutilators and ran it round Armageddon without making the Enforcer itself shoot at Armageddon. I got the impression from the post that having the Cutilators on board cloaked the Enforcer. This all sounds like exploiting a bug and therefore rather cheesy. And it could be negated by attacking in another area with other forces, so the defender takes his eye off the Enforcer.
  • Give Nemesis some late and expensive but fairly powerful air defence, so Nemesis can't simply be crushed by a swarm of aircraft.
  • Give Nemesis some air combat capability.
  • Improve Genesis Decimators or make them much cheaper. At present Nemesis conscripts can clear them at a fraction of the cost.
  • Stop Genesis AI from building far too many Aurabelts.
  • Stop Genesis AI from cheating on prerequisites. It routinely sends about 5 Gryphons to my base without having built Airbase or Venagenium or Vision. I don't mind the poor AI getting some help, but I'd prefer it to be in the form of $ so it can build faster. That way the human player can see the Airbase go up and then start building air defence structures and units.
Further in the future, any ideas for new playable races?

 

For example what about one whose speciality is fast, cheap, permanently cloaked but fragile units which can only be detected by fairly fragile units with no offensive ability? That would give us a race of sneaky raiders in addition to the hi-tech Genesis and brute-force Nemesis. Yes, I admit I got the idea from Starcraft (AR2 has Cutilators, but they're tough and slow, and there's 1 similar unit in the Robot Storm for YR - Cutilators and the Robot Storm unit both uncloak to attack).

 

Or, on a similiar theme, a race whose combat units can't cloak themselves but they can be cloaked by a non-combat unit (like the Protoss Arbiter in Starcraft - the Arbiter does have a weapon but it's fairly weak).

 

Or what about a race of chrono-shifters like the Allies' chrono units in YR ? Make the phase-in time proportional to the distance travelled. This would be another raiding race.

 

Or a race with units which are not very tough but are fast and self-heal very quickly, like the Zerg in Starcraft?

 

Or a race with only infantry (no planes, vehicles, ships or defensive structures), but they're all tough and many have anti-air capability. For maps with sea or barriers they'd need a transport unit, preferably one with gun-ports the infantry can shoot from - or make all the infantry good swimmers and climbers. To make this one work it might be necessary to improve the cost-effectiveness of having multiple Barracks. This race would be like Nemesis' huge grinding land armies only more so.

Edited by philcha

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Sorry to break your thoughts man but if you read the story (maunal), the only three races are the Genesis, Nemesis, and Scrin (unplayable, so don't ask) - the whole war is over these two groups and how they strayed so far away from each other.

 

Don't worry - tmapm has prob most of the stuff fixed and you'll have to wait and see if anything new pops up ;)...but very nice observations you put together...

:)

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Icon already said it.. no more races. We are doing bug fixes and balancing so most of what you said you will have to negate for now. Fixing the AI will be done in a completely later version. We aren't dropping the peanalty cost, nor are we making the Orchid Hover.

 

".. got the impression from the post that having the Cutilators on board cloaked the Enforcer. This all sounds like exploiting a bug and therefore rather cheesy."

This isn't a bug...

 

 

About Nemesis' air defense, like I said above, we are doing some rebalancing (weapon wise.)

 

I think that is about it...

 

Besides the balancings, we have another thing or two to announce, so await that.. it should allow for more interesting games.

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To reply in general, there are some things we WILL NOT change. These include the existing units, ie their names, their characteristics and aesthetics, maybe weapons would be modified and balanced, but they will more or less stay the same.

 

Drop the cost penalty for Genesis units while G has a Venagenium. It only encourages players to sell the Venagenium after building an airbase, then it's a race to build aircraft.

That's the idea, if they choose to do that, they lose superweapons, simple.

 

Provide a decent counter to Armageddon.

If you mean a Genesis superunit, that's out of the question, AR2 isn't supposed to feature that kind of balance in gameplay.

 

I got the impression from the post that having the Cutilators on board cloaked the Enforcer.

I believe veteran or elite enforcers cloak, but I'm not sure.

 

Give Nemesis some late and expensive but fairly powerful air defence, so Nemesis can't simply be crushed by a swarm of aircraft.

Give Nemesis some air combat capability.

Build a swarm of sentinels then? I understand they have some difficulty in targetting and attacking, maybe the missiles will be tweaked.

And in line with the story, Nemesis will not get major air power.

 

Improve Genesis Decimators or make them much cheaper. At present Nemesis conscripts can clear them at a fraction of the cost.

Do you mean when it's deployed in the water? Maybe it can be made so that it doesn't engage infantry, but I can't remember whether we made a conscious decision to leave that in. (Brutality of Nemesis? Expandable manpower?)

 

The Genesis and Nemesis will be the only playable factions in AR2, it doesn't make sense to include anyone else, because 1. the Scrin are foreign and supposed to elude the player and give a sense of mystery, 2. there is no one else (significant), most survivors from the First Invasion which weren't taken with the Genesis just joined with the Nemesis, although there are still remnant independent settlements on the planet surface, they ususally pose no threat to the large armies.

 

I also don't quite get what you mean by "race", what you seem to be describing are just mini factions which will not stand a chance against the large-scale war that's being fought.

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I got the impression from the post that having the Cutilators on board cloaked the Enforcer.

I believe veteran or elite enforcers cloak, but I'm not sure.

Shiners, Seraphs, Jackals, Enforcers, Orchids, and Leviathans all receive a cloaking device when they reach veteran status. Putting a Cutilator into a normal (non-veteran, non-elite) Enforcer will NOT cloak the Enforcer. When putting infantry into a veteran or elite Enforcer (which has a cloaking device), infantry can fire out of it without uncloaking it. The Enforcer will remain cloaked as long as it isn't firing its own weapon. I don't consider this to be a problem or a bug, but rather a feature.

 

Give Nemesis some late and expensive but fairly powerful air defence, so Nemesis can't simply be crushed by a swarm of aircraft.

Give Nemesis some air combat capability.

Build a swarm of sentinels then? I understand they have some difficulty in targetting and attacking, maybe the missiles will be tweaked.

I was planning on tweaking the Sentinel's missiles.

 

Improve Genesis Decimators or make them much cheaper. At present Nemesis conscripts can clear them at a fraction of the cost.

Do you mean when it's deployed in the water? Maybe it can be made so that it doesn't engage infantry, but I can't remember whether we made a conscious decision to leave that in. (Brutality of Nemesis? Expandable manpower?)

Perhaps there is a way to make the detonation of the Decimator more delayed. That way it won't detonate right when the enemy comes within range, but wait a moment for the enemy to move in closer. I will have to do some testing to see if this would be beneficial or necessary.

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