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The best way to get FnF right is a third resource.

Home FORUMS Robocraft Discussions General Robocraft Chat The best way to get FnF right is a third resource.

This topic contains 5 replies, has 4 voices, and was last updated by lashedpoppy17 lashedpoppy17 2 months ago.

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #2080725

    oventoaster955
    Participant

    So, you guys want to fix the Energy System. Good on you, this admit-idly broken system is causing the stale meta that has been plaguing Robocraft for some time now. As for the solution, I don’t feel that your solutions will fix the problems that the energy system is causing, and even make new ones.

    I had an old idea that got buried due to low interest, but now that everyone is talking about it, I thought I’d reopen the debate on a new thread here, as this idea is… quite big.
    _________________________________________________________________________

    First, we lock Weapon Energy to 15,000. This means a 500 CPU bot has 15,000 Energy, and a 2000 CPU bot has 15,000 Energy, effectively breaking the relationship between Energy and CPU. However, this poses a problem – why build a 500 CPU bot when you can build a 2000 CPU bot? A possible solution is to implement a new resource for players to build around. Let’s call it Power for now.
    _________________________________________________________________________

    As for the system itself, it would work like this:

    1. CPU is spent on Chassis components – basically, blocks and shields.
    2. CPU then generates Power. Functional components, such as guns and movement parts use Power instead of CPU. This means that, in order to mount a Leviathan, you need 250 blocks. Fair enough… but now you need to move. Add another 300 blocks and you can use the movement parts you like. Need a module? Cough up more blocks. This effectively creates your intened relationship – big bots have big guns, small bots have small guns.
    3. Unused Power increases Energy Recharge Rate on your Robot – from 500 at full Power usage to 3000 at only 20% Power usage. This benefits large “tanky” Robots with lots of consistent firepower.
    4. Unused CPU reduces the energy cost of firing weapons by up to a 75% reduction at 500 CPU, and full Power usage at 2000 CPU. This allows small, fast Robots to hit and run with a large alpha like they always have, but will often suffer from very large downtimes to balance this.

    This could open the possibility of multiple armor types, as well as satisfy the end goad that Freejam wants with FnF. What say you?

    #2080731
    Vlada-Cut
    Vlada-Cut
    Participant

    If CPU was for Chassis parts only, what limit players from spammimg hardware amd movement parts? Nothing.

    #2080744

    oventoaster955
    Participant

    Read the post again. CPU is spent on Chassis parts. Chassis parts generate Power. If you don’t have enough Power, you can’t mount the functional parts you want. In order to do that, you would need a large chassis. OK, you can use 2000 blocks to have 2000 Power worth of functionals. However, if you use all of your Power, your recharge rate will drop to 500/second. Since Weapon Energy will be flattened at 15,000, it would take 30 seconds to get back to full power, and the lowered recharge means you don’t get very many shots.

    #2080757

    VintageGriffin
    Participant

    Unused Power increases Energy Recharge Rate on your Robot – from 500 at full Power usage to 3000 at only 20% Power usage. This benefits large “tanky” Robots with lots of consistent firepower.

    Why would anyone want to be small, not tanky and with less energy when they can be a 2000 cpu juggernaut with limitless energy?

    #2080766

    oventoaster955
    Participant

    Why would anyone want to be small, not tanky and with less energy when they can be a 2000 cpu juggernaut with limitless energy?

    Because a 500 CPU bot has a 75% reduced power usage – in the case of a 500 CPU plasma drone, they can dump 4 times as much Plasma as a 2000 CPU bot. If that drone had 500 Power used, it would still have to wait 30 seconds to get a full bombardment back (or use a WEM). A 2000 CPU bot with low Power usage by comparison will run on empty most of the time – unable to take full advantage of the RoF of the weapons. But the recharge would be enough for endurance battles (and make SMGs more widely used due to efficiency).

    #2080783
    lashedpoppy17
    lashedpoppy17
    Participant

    Something I think should be considered when designing an F&F mechanic is to see if it makes all of these viable:

    Tank (high armor, low speed, low firepower)
    Destroyer (low armor, low speed, high firepower)
    Scout (low armor, high speed, low firepower)
    Support (med armor, med speed, low firepower)
    Assassin (low armor, med speed, med firepower)
    Brawler (med armor, low speed, med firepower)
    General (balance)
    These are all crosses between the three things that should matter in a battle: offense, defense, and mobility (energy supports all of these values). The names for each category are assumptions of what each may look like.

    The existing meta game is already lacking in the tank, scout, support, and even destroyer roles due to factors like constricted map design, autoheal and respawn, the objectives in the game modes, high energy for low CPU, fast pacing in battles, lack of diversity in weapons and movements, the existence of the CRF, the demand for high damage and mobility, and the placeholder tutorial, among other things.
    If the game is meant to be more diverse, then maps need to be bigger and have variant cover to make all roles listed above have a place in the conflict, game modes need to be better optimized for more balanced pacing between aggressive conflicts and patient setup and leave room for strategic maneuvers and cooperation, the objectives in the modes need to entice more interaction between teammates and enemies, autoheal needs to be changed to make taking damage more intimidating, all weapons need to be made unique in some way with each weapon occupying a useful purpose in battle (for instance, ions that shoot shockwaves and plasma firing in round-robin volleys), all movements need something special about them that no other movement matches as well (for instance, sprinters are very agile and insect legs can climb about anything and tracks can tank a lot of damage), the tutorial needs to inform players how the game works better so that they don’t have to rely on CRF meta design, and the F&F needs to support all the roles listed above.

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