![]() The story of Phantom Brigade is that you are leading a vastly outnumbered and outgunned resistance force on a campaign to retake your homeland. Wait, Go Back To The Mechs Who Can See The Future But, no, it turns out that they’re a tiny company from Vancouver with some big dreams. Between the impressive visuals and smooth gameplay of Phantom Brigade, and the fact that they had managed to get the rights to The Legend of Zelda in order to make Cadence of Hyrule (I suspect dark magic), I was figuring that Brace Yourself was a massive studio who’d somehow slipped under my radar. I’d seen the booth in passing, but hadn’t stopped in before our scheduled interview. That was the conversation that Wyatt and I had as we made our way to Brace Yourself Games’s booth at PAX East. Phantom Brigade has a team of about five developers working on it maybe about 15 people total? They’ve just been working on it for years.” Give me tank/mech hybrids.“They’re actually a pretty small studio. You still get hit by some portion of spray all the time. You cannot make a mech take cover beyond just standing on the other side of something. ![]() There are a lot of buildings in the game that are like chest high walls. Having a shorter mech on tank legs would greatly change how you play the game. The way the game behaves, things get hit in real space. heck, take up from Front Mission and you got more varieties. You know sort like guntank from gundam series. Originally posted by ChaosFred:Actually, it is possible to create variant of threads leg part. Eg: tanks are more armored than robots, but robots can wield more weapons and omnidirectional movement while tanks gotta turn first, aircrafts usually light armored and ship is just ship moving on water or maybe goes hovercraft. If you've played robocraft or alike, you know each advantages. ![]() There are actually stuffs about tanks, helicopters or aircraft or even ships too. * Wheelie legs = jump 2 and climb is 2, lowest movement cost, less accuracy penalty, low durability, slightly lower evasion and light weight. * Hover legs = Jump is 1 and climb is 2, slightly lower movement cost, no penalty when moving over water, swamps or ices, slightly less accuracy penalty (just like Quad legs), low durability, average weight. * Tank-thread legs = jump and climb 1, slightly lower movement cost, less accuracy penalty compared to other legs, more durability but low evasion that the rest. Slightly less accuracy penalty if firing ranged while moving. * Quad / spider legs = jump 1 but climb 3, movement average. * Normal 2 legs = Jump/Climb 2, Movement cost and weight average, accuracy -XX% when firing ranged while moving. ![]() Have the tanks be extra units you can field in addition to the mechs, not as something that would replace a mechs.Īctually, it is possible to create variant of threads leg part. You don't have to make it a choice between a mech or a tank, it could be a choice between having 4 mechs or having 4 mechs and a tank or two. If both games were larger, operational experiences, the presence of playable tanks would be acceptable if not a given but with only about four playable units, why would a developer bother reducing focus with inferior options? And yet one of the most requested features in both BTA and Roguetech mods for battletech ARE tanks. People likewise lament the lack of tanks in BATTLETECH but conveniently never mention that the only real, mechanical different between a 100 ton Atlas and 100 ton Behemoth is that the Behemoth is cheaper and slower. Originally posted by GregSolidus:Even you're best case scenario unintentionally stumbles into the functional problems of featuring both mechs and vehicles in general- at best, they're worse, less interesting alternatives to the thing people actually buy the games for.
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