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Post by johndramey on May 17, 2015 1:31:31 GMT -5
Since I'm just about going to blow up with anticipation I thought about a question I had. In TA outfitting and advancing your troops was a huge amount of fun. What kind of gear are we going to be able to play around with in Battleforce? Also, how are we going to go about acquiring it for our troops? Will it still be done by honor? Not to toot my own horn but is there any chance we'll het expanded wargear, kind of like what I was writing about back in my thread expanded wargear?
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Post by johndramey on May 17, 2015 1:26:51 GMT -5
I'm on the bus to my work place but I'll check it out when I can grab some wifi. Stupid limited data plan!
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Post by johndramey on May 17, 2015 0:15:59 GMT -5
johndramey / mataeus - missions will be organized into (even more) cohesive campaigns with a good, solid story and objective behind each one. Within the campaign unit is where you'll see branching -- different ways of approaching an objective or ending the campaign. As you are building a Battleforce, you'll be able to take your team through any campaigns you want, and repetitively. Absolutely. Awesome. Exactly how I want the game to be! So stoked for the alpha! I hope I can sink my teeth into it soon!
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Post by johndramey on May 16, 2015 0:00:14 GMT -5
*edit* oops, I thpught this was a relatively new thread that was about battleforce. Feel free to ignore my post, haha!
I'm on my phone and as such can't type perfectly, so please take that into account.
I am actually against the idea of a single linear campaign for Battleforce. I think that would take away from the great "pick up and play" ability that TA has.
I think what you did with a lot of the later TA mission packs is the right way to do it, have a collection of missions that are tied together as a campaign but allow the player free reign over which missions they do. Lock things behind honor/mission gates so the player can unlock things and have something to work towards but not be locked into doing missions in a set order.
Something like having a bunch of minicampaign sets, like 3 sets of missions linked together as a campaign. The player can work their way through the campaign, finishing a set of missions and unlocking the next set. Kind of like what you guys did with the mission set Secrets of a Dark Age to Seige of Roavin to Dagger Class. This allows some story line but also the ability to jump your squad back and forth, completing whatever you feel like and even rerunning missions if you want.
The benefit for you guys is that you can release new campaigns as IAP, kind of like chapters for HoS.
No mattet what, you know I'll support you guys. However, I think making Battleforce into a forced linear campaign would change the game too much. If you guys really want to do it, go for it! I trust you enough to go along with it. However, please at least give us the ability to run our squads through missions in a kind of Skirmish mode, taking advantage of new gear and building up xp and honor for use in other mission!
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Post by johndramey on May 15, 2015 22:08:40 GMT -5
I always figured the exodus took place in giant generation ships. Is that close to reality?
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Post by johndramey on May 15, 2015 22:07:01 GMT -5
Hey, hey baxterr. As has been pointed out already, the hydras are a little tricky to use in thr fact that they can be damaged by their own flames. Their armor give a high level of fire resistance which can help to keep them alive, but you should keep in mind that their weapons put out huge amounts of rae damage. slayernz was nice enough to link to my post about Hydras, check it out! I'll admit to not playing a whole lot of TA recently (too much HoS and 4x) but with Templar Battleforce (TA2) hitting alpha sometime soon I'm going to be dusting everything off. It would be nice to have a Hydra brother!
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Post by johndramey on May 11, 2015 18:22:01 GMT -5
Yeah, I agree with John Robinson, Templar Battleforce sounds pretty hardcore. Nice name change!
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Post by johndramey on May 9, 2015 22:00:06 GMT -5
odomi - The thing to keep in mind is that the +21 a turn is gross, not net. Meaning that after the revenue from your mines is all calculated (as well as any other revenue from, for instance, idle cp or tp) then all of your colony's expenses are calculated. So the actual colony revenue is calculated based on how much money you are bringing in modified by how much money you spend on maintenance. To further complicate this, morale and your political situation can then further modify the amount of revenue or expenses. Basically, you will need to try to build up a decent amount of revenue on each colony as a buffer for morale and political fluctuations. I'm typing all this up on my phone so it's hard to make everything come out really clearly. If you want I can try to type it up a little better when I get home.
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Post by johndramey on May 7, 2015 17:39:39 GMT -5
Cg - Well, when you play solo there are still a bunch of computer controlled ships around, so you aren't totally alone. Each ship has its own mission and name, even computer controlled ones. The only way you can really tell if you are playing with a real, in the flesh human player is that they will have CMDR attached to their pilot name. captain nemo - Don't worry, I'm not really an MMO player either. That's what makes Elite: Dangerous so great. Even when playing in open mode you don't really have to interact with other players. The game has community goals which regularly get hosted, usually around 2 at any given time, that give players all a chance to work towards something. The good thing is, if the community goal isn't working for your faction or favored group, you can switch into open mode and work towards blocking other player's progress. One of my favorite things to do is to jump in my combat ships and pirate player controlled traders whenever a trade based community goal comes up. I'm a smart pirate, though. I don't actually attack unless I have to, usually what I'll do is interdict the player and talk with them. Have them drop just a bit of their cargo, usually around 10 tons of whatever their carrying, and let them go on their way. If they don't drop? Well that's when I pop their FSD drives and blow their cargo hatches. E: D is pretty damn good and I wholeheartedly recommend it. And, more pictures incoming! Here my ASP is pulling away from a terraformable water world. A different water world, this time with the system's sun being eclipsed by another planet in the background. Shooting the rings of a planet!
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Post by johndramey on May 6, 2015 18:18:49 GMT -5
anrdaemon - Very awesome write up! I've never consider writing up my teams as such but will have to do it from now. I'm out of the house atm but will post more later!
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Post by johndramey on May 6, 2015 16:24:50 GMT -5
orinks - Welcome! Glad to see you on the forums. I'll also be on the ST2 alpha and am just as excited as you are. Not to ask a silly question but what exactly is VoiceOver? I'm guessing it's some kind of accessability option?
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Post by johndramey on May 5, 2015 18:09:04 GMT -5
Cg - Ok, I'll post up some more later. rabidbite - The game is actually best-of-both-worlds. There is one master server that you can play on at anytime, you will see other players (although only occasionally, the galaxy is HUGE. Lag doesn't seem to be a big problem, I play from South Korea and everything works pretty well. This is called open play. There is also a setting for playing only with friends. You will see them but no other players. Obviously, this is called private play. Then, for those of us that want to play basically a single player sandbox and not worry about other players ruining things, you can play solo. All three game modes get their info on economy/exploration finds/etc from a master server and you can switch between them seamlessly.
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Post by johndramey on May 5, 2015 18:05:58 GMT -5
Yeeeehaw! Very excited, TA2 has been a dream of mine. Can we ask one small thing, from the screenshots it looks like your sprites are up to a HoS level of detail which is super, duper awesome. Any plan for cosmetic customization of out troops? You mentioned that we will be able to select portraits for our characters so I was thinking it might be possible to anticipate some kind of armor coloring/squad flag creation/etc.
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Post by johndramey on May 5, 2015 7:21:08 GMT -5
I, on the other hand, bought the unlock all IAP after getting everything myself and switching phones. Call me lazy, I know!
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Post by johndramey on May 5, 2015 7:17:25 GMT -5
Cg - yup, you can fuel scoop. Each ship has a certain amount of utility slots. Internal slots can be used to fit extra cargo racks, fuel scoops, fsd (elite universe's ftl drive) interdictors, etc. External slots can be mounted with shield boosters, external heat sink launchers, ship scanners, etc. It took me a long time to build up the credits for it but my current ship has a large fuel scoop which can fill up my large tank in a minute of scooping. Really, Elite: Dangerous is an awesome space sandbox. I like to do a little of everything but when I'm out on an exploration jag I like to pretend I'm a Templar advanced scout trying to scout out the perfect planet to bring in my seed ships. Exploration has a special benefit for players too! Of course you get a cash payment for things you scan (which varies depending on the level of your scan as well as the type of celestial body) but if you are the first person to scan and sell the data you get yoyr player's name appended to that body. It'll say "explored by ~~~" as long as the game is up. Also, Cg, you can't currently land on planets. The devs are planning on putting that in the game at a later date as an expansion. I think their first plan is to let the players get out of their seats and walk around their own ships/the stations they dock at. And slayernz, thanks! I can share more pics if people are interested. The universe has some really amazing sights that make for some really impressive shots. I always snap tons of screenshots, I just don't have anyone to share them with.
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