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Post by slayernz on Dec 4, 2011 18:50:23 GMT -5
In the humongous thread related to bugs/ideas/jibberjabber for this game, there was one idea that I put forward ... long-pressing the character icon during a game provides a screen with additional information. I thought I'd open this thread up to discuss what potentially could be displayed on that screen. For me it could be broken up into two parts. One is the mission-at-hand stats, and the other is "overall stats". [/b] [li]Character name [/li][li]Character class [/li][li]Weapons [/li][li]Armor [/li][li]Total XP(?) Mission at hand[/li][li]Character stats - strength, quickness, warrior, etc [/li][li]CP / Accuracy / Defense / Melee percentage modifiers [/li][li]Kills and %hit rate [/li][li]Turns elapsed Overall stats[/li][li]Total number aliens killed [/li][li]Overall % hit rate [/li][li]Preferred weapon [/li][li]Number of times hit(?) [/li][/ul] Anything else you want to see?
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 4, 2011 19:32:25 GMT -5
Self-destruct that blows up every living creature in his 1-square radius.
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Post by slayernz on Dec 4, 2011 19:39:39 GMT -5
Oooh yeah ...
"Leave me ... I'm too injured to continue. You get to the evac point - I'll hold em off for as long as I can and then I'll see how many of the bastards I can take with me when I use my personal nuke. Good luck, and honor and all that stuff"
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Dec 4, 2011 19:51:19 GMT -5
Yeah. +20 extra honor per xenos being taken out from that. ;D
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Post by fallen on Dec 5, 2011 11:28:06 GMT -5
slayernz - great suggestion. I think as soon as we have all the overall stats that you are suggesting in play, we will need to insure that this is easily available in a summary screen, per character. It is one of the things I have enjoyed most about any game like Templar Assault... the ability to gloat over my veterans who have hundreds of kills wracked up! I think two of your stats should be changed to: -Turns Survived -Number of Hits Survived
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Post by fallen on Dec 5, 2011 11:29:38 GMT -5
Ta-238!
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Post by slayernz on Dec 5, 2011 17:30:33 GMT -5
Cool ... didn't know if having turns survived would be significant ... but it'd be nice to know how long the character's been around for (x number of turns helps him move from rookie to veteran, where veteran gives an additional % bonus to activities)?
Another stat that may or may not be worth tracking is "distance traveled" ... ie, number of squares moved.
Also ... perfect missions ... number of missions where the character hasn't been harmed at all.
Number of Hat tricks - 3 aliens killed in one turn.
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Post by Cory Trese on Sept 8, 2012 23:58:14 GMT -5
We started supporting some of these new metrics in recent releases ... more coming soon as we charge out of Beta
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Post by slayernz on Sept 9, 2012 21:36:53 GMT -5
Ooo ... how far away do you think before you remove the Beta suffix?
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Post by fallen on Sept 9, 2012 22:41:48 GMT -5
slayernz - its close at last! The last major items are to reach 100 levels in campaigns, and then add a few more playable captain classes (3 are already in)! So ... it could be just a few weeks before we finally come out of BETA.
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Post by Cory Trese on Sept 10, 2012 1:29:21 GMT -5
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Post by slayernz on Sept 10, 2012 1:51:52 GMT -5
And for weapons, I'm sure you've had suggestions for things like: * mines (knights can carry x number of mines per mission) * sentry cannons (selective missions, place in a location and it covers 90 degrees FOV). x number of shots or until overrun * Grenade launcher/area effect weapons (not just the hydra) * Knockback weapon. does damage + forces aliens back 2 squares * Ballistic weapons. Shoot over one alien to hit another * Smart Weapons. Target an alien even if it is around the corner. * Freeze weapons. Stops aliens in their tracks, but doesn't necessarily kill them (3 turns to thaw). * Command Control weapons, where each weapon has a range (3) around ALL knights equipped with this weapon. Weapons shoot in straight line though. This means if you get the following:
############# ############# {x} ############# (a) (b) {y} ################## ##################
Aliens = {x} and {y}, knights = (a),(b) then Knight (a) would be able to shoot alien {y}, because Knight (b) is in range to shoot {y}
That's all the brain dump I can think of right now ... must go back to wurk stuffs (blah)
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Post by Cory Trese on Sept 10, 2012 22:13:43 GMT -5
If I understand you correctly, the a,b,x,y already works if the (b) knight isn't a Neptune?
mines yes grenades yes knockback yes freeze weapons yes (AP draining weapons)
sentry - not part of Star Traders (no automatons) ballistic - balance consideration and i don't like smart - map design fit issue command - confuses me
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