Talk:Modified Siege Tank - Darian Ramos


 * Scourge* So, to start a discussion on the Tank.. I think that using the spells (except for the mode change) can be dependend on a different skill quite easily right? so in that regard.  What do you think about the machine now?  It now is much more different from General Martins Assault Tank.

Bryk Let me clarify, that flying units in the game will be flying low to the ground due to the planet's strong gravitational pull. This will allow for units that can only attack ground will be able to hit air targets as well. The last thing I want in this game is playing a ground attack only hero to not be able to hit any flying hero.

Also, for Advanced Robotics, do you want this ability to reduce the duration of all debuff effects? Otherwise this ability would have limited to no use on the hero if it is only effective against EMP abilities.

Bryk 12:31, October 9, 2009 (UTC)


 * Scourge* Well, for Advanced Robotics to work with ALL spells, I would consider that a little OP, unless it's time would be considerable short. But it could, however then it would need a namechange. Wait up: ground units also attack aircrafts because they are flying "very low"? considering that there are melee-hero suggestions... that is too much tampering with reality sence for me. On that note.. I retract myself from this. Sorry, but GtG unit also being able to attack aircrafts (even melee ones) I find that out of order. (no offence)

Bryk

Video games are always a sense of balance between realism and finding a medium of what is needed for gameplay. A planet having a large mass, and thus having a large gravitational pull would force flying objects to have more force to oppose it. Having flying units be able to only maintain enough flight to be barely off of the ground does make sense as it is easier to hover at a given elevation than it is to create lift to raise elevation.

Regardless of the matter, all games of this Aeon of Strife type model have to make this design decision if they want to include flying units on any level. I don't know about you, but I would rather create such circumstances as I have, rather than eliminate many possibilities for such a game.

Also realize that arguing a space sci fi game completely follows realism is in itself ignorant. Blizzard(as any game developer) decides which core aspects they have to adjust to fit into the gameplay of the game. For instance, many of the units that can only attack ground would be able to attack flying units if they were flying low enough, or if they had projectiles that could be shot in an arc and travel a said distance given their velocity. Which also if you didn't notice also takens into account the given gravity of the environment.

Bryk 15:11, October 9, 2009 (UTC)

I think it best to have heroes be developed for air-to-air combat, rather than have a gravitational pull so great that air units are pulled down to units able to attack ground targets only. First, plausibility is a big issue. If the gravitational pull is that great, then how could the Raiders or the Swarm get there? Also, that would flatten the ground units. For example, Mercury's gravitational pull is so great that a person would be crushed and anything that happened to land there would be unable to take-off again.

The next thing, you have air units proposed but there are very few units created that can counter them, just add a new section to the suggestion grids for air unit suggestions and give people the chance to develop air units to combat the air unit heroes already in the game. I don't want people to leave just because of a possible decision that could blow up in the development of this game.

--From the depths of my mind, creativity resides. 15:15, October 9, 2009 (UTC)KnightSpector

Bryk

It can't be done in a game such as this, it isn't plausible. Every hero has to have an attack verse every other hero. It causes too many issues. What if you're playing with people who want to pick air anti-air heroes? Then the other team only picks ground heroes.

I realize how Starcraft II is designed, and that works for their strategy game. This game is a specific mod, and it can't maintain every rule from the original game. The last thing I want to do is push people away that isn't my intention. I know it isn't easy to accept it isn't as simple as coming up with a story for a hero having x, y and z for abilities then putting them into the game.

The gameplay has to be perfect for everyone to enjoy it. If you pick a zerling hero, such as Meserole, and the Raiders all pick flying units such as the Banshee Renegade, are you going to have ANY fun at all? You're going to play the role of the hero for 15 minutes to perhaps over an hour. You are allied with 4 other players, competing against 5 players. Your mission is to capture the artifacts the opposing players and tribe are guarding. You are leveling up your hero, if he dies, he has a respawn timer. You buy items for your hero, specialize the hero to how you want to play him. You're investing your time. You can't penalize players for picking a hero that only has ground to ground attacks, or air to air attacks from the very start. Players wouldn't be able to pick those heroes then.

Bryk 16:20, October 9, 2009 (UTC)

Well, actually if you have teams, then it would be best to balance them. Say that there are four members to the Swarm and four members to the Raiders. One from each pick an air unit, maybe one to counter the other. Others then can pick what they want, say ranged units that can also attack air as well as ground. Like Cutter or the Hunter. Then there could be support units, like the Traveller or the Predator. There is more that can be done than we can think of. The point is this, air units should not be attackable by melee ground units. It is just not plausible and hardly acceptable. I don't want to be disappointing, but it would be much better to include heroes that can conduct air-to-air combat and not have to worry about units that are on the ground with no abilities to attack air.