Sorry for the delay...
Posted: Sun Jun 02, 2002 2:46 am
In the last two weeks I was a little busy and I haven't occasions to write this post 
But now I'm here
I was talking with Bernd some weeks ago on ICQ and I promised him to write this post to explain my ideas about the things I would like to see inside this game in the future...
So, these are my ideas about improvements to this game [remember that they're only personal opinions, and that I suggest them for the eventual "Titans of Steel: Warring Suns II". 'Cause I think (and I want) that the new game will have a sequel in the future.]
First of all:
The AirDrops.
I like very much when the enemies attack me using the airdrops
But I would like to do the same 
So I suggest to consent, in a future version of the game, to "buy" the airdrops from the headquarters (the price should depend from the business ability of the team's manager).
Then when you have bought an airdrop you could use it during the battle.
There should be another button on the attack-menu for the airdrops.
If your team is losing a battle, and if you previously bought an airdrop, you could use that button to call for the airdrop.
For example, if your team is composed by 8 members, and you choosed only 4 elements of your team to take part to the battle, when you call for the airdrop you can choose one from the remaining 4 team's members (who are not in game) to take part to the battle.
If you bought two airdrops you can choose 2 members, and so on...
The maximum number of airdrops you can buy is 7 ('cause one of your team's members have to take part to the battle from the beginning).
If all your team's titans are in game you cannot call for airdrops, even if you bought 7 airdrops.
When you press the airdrops' button you have to point out an exe.
The titan will be airdropped in that exe in the next few seconds.
The precision of the airdrops should depend from the electronic warfare ability of the jock of the active titan from which the airdrop was called, 'cause that jock gave the coordinates to the flying-cargo to make the airdrop.
If the jock of the active titan has got a low electronic warfare ability, the airdrop should be a little innacurate, and the titan will be airdropped a little distant from the designed exe.
Second:
New weapons.
There's a great variety of weapons in the game, but it seems to me that there aren't indirect-weapons.
With the term "indirect-weapons" I don't mean the missile-launchers.
I means weapons that don't strike directly the enemy.
When you shoot to an enemy in ToS, all the weapons strike this enemy immediately.
I would like to see weapons as Mine-layers, or as grenade-launchers.
If I understood well, in the new game there will be the possibility to do missions or campaigns: so the game will turn from a tactical game to a strategic/tactical game.
So it will be useful to have the possibility to use this kind of weaponry (in Red Alert I used mine-layers massively).
If you want I will explain better my ideas about these weapons in another post.
Another idea is to develop a weapon that takes the control of an enemy when it strikes that enemy.
I was thinking to missile full of nano-ware machines; when this missile strikes the enemy the nano-machines penetrate in it and, after a while, they take the control of the titan, so you can pilot it also if in its cookpit there is still the enemy-pilot.
Third:
Scuba-battles.
I saw that there's not a scuba-scenary amongst the maps you can choose from.
I think it would be interesting.
Moreover I think it could be interesting to develop titans which are able to combat well in the water-hexes.
I think also there should be the possibility to install scuba-ports instead of jump-ports in a titan.
Scuba-ports should consent to move without penalties in the water, ecc..
It would be perfect to develop some weapons that works only in the water (like torpedoes, or explosive-buoys).
What do you think about these things?
Sorry for my english,
I hope you won't be bothered by this post,
Megrez (Enrico)
But now I'm here
I was talking with Bernd some weeks ago on ICQ and I promised him to write this post to explain my ideas about the things I would like to see inside this game in the future...
So, these are my ideas about improvements to this game [remember that they're only personal opinions, and that I suggest them for the eventual "Titans of Steel: Warring Suns II". 'Cause I think (and I want) that the new game will have a sequel in the future.]
First of all:
The AirDrops.
I like very much when the enemies attack me using the airdrops
So I suggest to consent, in a future version of the game, to "buy" the airdrops from the headquarters (the price should depend from the business ability of the team's manager).
Then when you have bought an airdrop you could use it during the battle.
There should be another button on the attack-menu for the airdrops.
If your team is losing a battle, and if you previously bought an airdrop, you could use that button to call for the airdrop.
For example, if your team is composed by 8 members, and you choosed only 4 elements of your team to take part to the battle, when you call for the airdrop you can choose one from the remaining 4 team's members (who are not in game) to take part to the battle.
If you bought two airdrops you can choose 2 members, and so on...
The maximum number of airdrops you can buy is 7 ('cause one of your team's members have to take part to the battle from the beginning).
If all your team's titans are in game you cannot call for airdrops, even if you bought 7 airdrops.
When you press the airdrops' button you have to point out an exe.
The titan will be airdropped in that exe in the next few seconds.
The precision of the airdrops should depend from the electronic warfare ability of the jock of the active titan from which the airdrop was called, 'cause that jock gave the coordinates to the flying-cargo to make the airdrop.
If the jock of the active titan has got a low electronic warfare ability, the airdrop should be a little innacurate, and the titan will be airdropped a little distant from the designed exe.
Second:
New weapons.
There's a great variety of weapons in the game, but it seems to me that there aren't indirect-weapons.
With the term "indirect-weapons" I don't mean the missile-launchers.
I means weapons that don't strike directly the enemy.
When you shoot to an enemy in ToS, all the weapons strike this enemy immediately.
I would like to see weapons as Mine-layers, or as grenade-launchers.
If I understood well, in the new game there will be the possibility to do missions or campaigns: so the game will turn from a tactical game to a strategic/tactical game.
So it will be useful to have the possibility to use this kind of weaponry (in Red Alert I used mine-layers massively).
If you want I will explain better my ideas about these weapons in another post.
Another idea is to develop a weapon that takes the control of an enemy when it strikes that enemy.
I was thinking to missile full of nano-ware machines; when this missile strikes the enemy the nano-machines penetrate in it and, after a while, they take the control of the titan, so you can pilot it also if in its cookpit there is still the enemy-pilot.
Third:
Scuba-battles.
I saw that there's not a scuba-scenary amongst the maps you can choose from.
I think it would be interesting.
Moreover I think it could be interesting to develop titans which are able to combat well in the water-hexes.
I think also there should be the possibility to install scuba-ports instead of jump-ports in a titan.
Scuba-ports should consent to move without penalties in the water, ecc..
It would be perfect to develop some weapons that works only in the water (like torpedoes, or explosive-buoys).
What do you think about these things?
Sorry for my english,
I hope you won't be bothered by this post,
Megrez (Enrico)