Suggestions

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Aensland
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Suggestions

Post by Aensland »

I've gotten past my first 20 random battles plus the Neutron_Device special mission, can't wait for bigger and better challenges [;)] Couldn't find a general suggestions thread, I hope this is a good place to post one. Anyway, I'm enjoying ToS:WS immensely, it's pretty much going to replace Empire Deluxe as my version of solitaire. One thing a friend commented though...

I'm not really aware of the origins or the inspiration for this game but I've heard the FASA tabletop thing mentioned. In any case, it seems that combat was the main focus, right? In my opinion ToS:WS hit it big time with the rpg element, you know, the Squad thing. Managing Jocks and Titans, gaining experience, the ability to do as many random missions as you like, that is really what I love about it. I haven't played the campaign missions, although I'm sure they'll be great fun - I'm just busy building up my Squad right now.

However, a friend pointed out that having everything available to you right off the bat made it too easy. I told her that most likely the main focus was the combat, the Squad thing was just a huge excellent bonus. But what she said got me thinking. How about if we started with a small HQ with limited Titan design available? As the Squad progresses perhaps we could expand by purchasing the different designs, more chassis / weapon / system types would be available, random missions could incorporate different victory conditions rather than just despatching the enemy. I mean, we already have this in special missions, for example in Neutron_Device we just had to reach the exit hex within 300 seconds. Not sure why the random missions are always "kill all enemies" type.

Like maybe a starting rookie Squad wouldn't have any fame and would just be offered simple cheap missions (set limits in the random mission generator e.g. smaller maps, less tonnage). They would have access to only recon and maybe light Titans, with level 3 and below systems. There could be research options, or even buy technology (make it very expensive). Another option could be to study new technology gained from salvaged Titans won in random missions. Also right now I don't see building structures on random missions, is this also deliberate? It would be interesting to have buildings on the map that we could use, and there could be conditions like scorched earth (destroy all buildings to prevent them falling into enemy hands), or cleanup (secure buildings if possible, prevent AI from destroying buildings). Perhaps buildings could be marked as belonging to a side, and to 'capture' them a Titan has to occupy the hex for a period of time. Some missions would reward you with technology or fame instead of money, etc.

I'm not complaining about the existing combat engine - it's great. Other players may be able to suggest improvements in that area which I as a new player don't realise. We can keep the existing mode for players who just wish to build a team and jump directly into combat. I just feel that tweaking the behind-the-scenes stuff could drastically enhance the feeling of really building up a Squad. Right now it's fine except that everything is available from the start - I feel more like a general in an army somewhere because I have access to everything, all technologies... instead of a freelance mercenary trying to build my Squad's resources and reputation [:)]
Ab Clades, Malevolentia; Ab Victoria, Ultio
( " In Defeat, Malice; In Victory, Revenge! " )
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Rainbow7
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RE: Suggestions

Post by Rainbow7 »

I'm not sure I agree with your 'everything is available.' Certainly a starting squad can't afford the larger titans, and even if you kept a really small squad with the big guns, you wouldn't have the skills necessary to use them well. I think the game rewards the slow build up of your squad as it stands, both in numbers of jocks and in equipment used. Even just playing random missions, I get that 'campaign feel' because of the continuity of my squad, and the gradual development of their skills.
Troubles overcome are good to tell. -Yiddish saying
Aensland
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RE: Suggestions

Post by Aensland »

Think of it like a tech tree then. In some games you have to work to reveal it, in others it's already fully displayed and all you do is just collect enough money. I'd rather have it unveiled slowly, especially if I can influence what technologies appear first through research or mission rewards etc. Of course your funds certainly limit what you can buy, and your Jocks' skills too. But right now you can see everything available in the Factory. That kind of spoils some of the fun. I haven't looked past light Titans, but if I wanted to, I could.

I prefer having to work to reveal the later tech. Why not, it's not hard to implement, just block off anything that has tech the Squad hasn't received or researched. Random missions can reward tech as well instead of just money all the time. Or maybe you have to go to a certain hex to pick something up. What I'm getting at is more variety, instead of just kill everything all the time.

We could still leave the current style available for players like you who just want to build up their Squad and fight, I don't disagree with you in any way. I'm just suggesting stuff to make it more interesting, instead of having things just given to us.
Ab Clades, Malevolentia; Ab Victoria, Ultio
( " In Defeat, Malice; In Victory, Revenge! " )
Thorgrim
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RE: Suggestions

Post by Thorgrim »

ORIGINAL: Aensland

I'm not really aware of the origins or the inspiration for this game but I've heard the FASA tabletop thing mentioned.
 
It's based on MechForce, a sort of a computer (Amiga) version of the BattleTech tabletop game.
 
I haven't played the campaign missions, although I'm sure they'll be great fun - I'm just busy building up my Squad right now.
 
Notice there are some rookie level campaigns with the game, to help you with the first steps of a squad
 
How about if we started with a small HQ with limited Titan design available? As the Squad progresses perhaps we could expand by purchasing the different designs, more chassis / weapon / system types would be available, random missions could incorporate different victory conditions rather than just despatching the enemy. I mean, we already have this in special missions, for example in Neutron_Device we just had to reach the exit hex within 300 seconds. Not sure why the random missions are always "kill all enemies" type.
 
The initial choice of titans is limited already, to recons for starting squads. The leader's rank limits the weight class that can be bought. You can expand your pool of available designs by going to the Factory and designing new ones - experience with the game helps a lot in titan design.
Expanding the objectives of random missions was loked at at some point of development, but it never made it to the game. There was just so much to do that there was no time to test it properly.
Like maybe a starting rookie Squad wouldn't have any fame and would just be offered simple cheap missions (set limits in the random mission generator e.g. smaller maps, less tonnage).
 
The campaigns have a level indicator so that you know what missions are adequate to your squad. Restrictions of that kind wouldn't be all that good for more experienced players that would like to make a more challenging start.
 
They would have access to only recon and maybe light Titans, with level 3 and below systems.
 
Like I said abve, there's already a weight class limit based on the squad leader's rank. As for equipment limits, as long as you have the money  [:D]  - and it would make the titan database a collection of designs for various squad ranks.
 
There could be research options, or even buy technology (make it very expensive). Another option could be to study new technology gained from salvaged Titans won in random missions.
 
There is no research, the time frame of the game is not consistent with that approach.
 
Also right now I don't see building structures on random missions, is this also deliberate? It would be interesting to have buildings on the map that we could use, and there could be conditions like scorched earth (destroy all buildings to prevent them falling into enemy hands), or cleanup (secure buildings if possible, prevent AI from destroying buildings). Perhaps buildings could be marked as belonging to a side, and to 'capture' them a Titan has to occupy the hex for a period of time. Some missions would reward you with technology or fame instead of money, etc.
 
An attempt was made during development to include buildings in random missions. There were some problems, and there just wasn't time to fully test it, or to fix it.
Right now it's fine except that everything is available from the start - I feel more like a general in an army somewhere because I have access to everything, all technologies... instead of a freelance mercenary trying to build my Squad's resources and reputation [:)]

 
The fact is, you *are* a commander of a titan force (mercenary or military, your choice) directing your squads from a command center. You fight battles to capture resources to improve your forces, in numbers and in strength. 8 champion assaults is your main goal basically  [:)] - but there's much more than that.
 
Hope I've helped some.
Iceman
Aensland
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RE: Suggestions

Post by Aensland »

After getting some experience and recently playing other mech games (action ones), I realised what else felt strange about Titans of Steel... targeting. The requirements of called shots are very high, so the rest of the time, your shots are purely random. You can hit the head, you can hit the arms, you can hit the legs. Considering that the titans are quite large (7-15 meters), perhaps a bit more accuracy? Perhaps at 60%+ chance to hit, you get to aim at a general area, say top (head, l/r/c/cb torsos), middle (arms, ct/cbt, lot), and bottom (legs, c/lo torsos). Add a penalty like with called shots, like say -10% for general aiming, on top of other penalties like sight, range, movement, etc.
 
Maybe it's just me, but the scale is a little too large. At 333 meters in diameter per hex (size given in manual), this means a Titan (3,4 meters wide?) in a hex is a small target. I guess the chances-to-hit for weapons fit those measurements, but on the other hand charging is too accurate - 70% chance to hit a Titan 3,4 meters wide in a hex 333 meters wide? I mean, if you could fit several buildings in one hex, I imagine a Titan could easily find enough room to avoid a charge. If the scale could be reduced - say 1 hex is 50 meters wide - then perhaps we could adjust the to-hit chances accordingly.
 
My main complaint is where you score hits. Even with average 80+ skills with a crack Jock, high level scanner and battle computer, and getting a green 'critical' scan, while crouched and on higher ground, clear line of sight... textbook perfect conditions, yes? ... aim is still very poor - shots can hit virtually any location, practically random.
Ab Clades, Malevolentia; Ab Victoria, Ultio
( " In Defeat, Malice; In Victory, Revenge! " )
Thorgrim
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RE: Suggestions

Post by Thorgrim »

Called shots are only hard at the lower ranks, as it's supposed to be. Once you get to the higher ranks, it gets quite easy to make them.

As for charging, the target can make it more difficult for the charge to be successful, it just has to take evasive action (dodge, jump, run...)
Reducing the size of an hex would have at least one very bad effect, the one in BT - weapon ranges would become ridiculous [;)]

Notice that if if it was too easy to call shots, not only would you kill the AI faster, but the AI would kill *you* (your jocks) faster. The AI does make called shots too.
Iceman
Aensland
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Joined: Thu May 18, 2006 3:17 am
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RE: Suggestions

Post by Aensland »

Yeah, it just bugs me that hits are so random. Even called shots when successful don't actually hit the part you target most of the time, even if you're at point blank range (same hex). Most fights degenerate into close combat, and if you have a small Squad you won't be able to contain the enemy from reaching an ally you're trying to protect, etc.
 
I just got through the Wanderer campaign and I can't imagine how a regular Squad can get through it with all jocks surviving. I have a bunch of 4 Elites on Medium Titans and even then after the last battle everybody was missing body parts o_O; I wonder how other players feel about that last mission.
Ab Clades, Malevolentia; Ab Victoria, Ultio
( " In Defeat, Malice; In Victory, Revenge! " )
Thorgrim
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RE: Suggestions

Post by Thorgrim »

Hits are not that random. There's a chance each location will be hit according to its relative size.
My called shots at point blank almost always hit the intended bodypart. Some titans were designed with that in mind - look at the Piranha for example.
At lower ranks most fights degenerate into CC, but at higher ranks it's not necessarily so. On the contrary, high CtHs allow you to start calling shots at a distance.
Iceman
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