Home » MODDING HQ 1.13 » v1.13 Coding Talk » Create Cyborg IMP(half robot,half human)
Re: Create Cyborg IMP(half robot,half human)[message #326690] Thu, 17 October 2013 17:48 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
I don't think i can reason with you in anyway, JA2 is my favorite game too and I don't want it to be a code junkyard.
Re: Create Cyborg IMP(half robot,half human)[message #326695] Thu, 17 October 2013 19:22 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
The bears are
- asking how does the cyborg feature enhances gameplay?
- offering suggestions on how to balance the cyborg feature &
- why it may not be such a good idea.
(ubBodyType = ROBOTNOWEAPON)

From description, it seems that it is an 'enhanced' IMP who does not talk. Basically a robot-equivalent shield that's cheap, replaceable and does a lot more things.

With little game balancing mechanisms to counteract its advantages, the bears do not see the benefits of having such a feature, besides the obvious (making the game easier) and it's debilitating fun factor.

To balance it, you could:
- make a 1-time only metal/meat shield even with 7 IMP setting.
- no growth, very low approach values except threaten.
- very slow energy depletion with no way of recharging in a backward country like Arulco. Does not affect AP until critical energy levels. Maybe Madlab can partially restore its energy once.

(A simpler solution would be make it a 'INI-coded' damage-resistant, devolve merc with 'INI-coded' wisdom and marksmanship, no traits, lower distributable skill points. Saving potential problems with Robot bodytype)
As such, it could serve as a game balance for the tough initial game stages/or a short-term solution when the going gets tough if player wishes so.

Even suggesting the above seems like a request too much to ask for. Razz

We are all chipping in to make your feature potentially better.
Recent example of a thoroughly thought through, probably thoroughly tested (TTTTT) mobile-militia feature. Think Moa is still in the midst of refining it before initial commit. I like more of his work on game performance though, and in general his fixes on not-much-loved but potentially very useful features.) Smile

Why not first test run those untested features you have listed?

If you envision some great stuff for the cyborg feature but not able to put in the time to code now, why not bring them out to discuss like what you done so with the initial feature?
The critics may turn out to be your best supporters.

P.S. I made an effort to write proper English as it's not your first language and there's still bound to be some lost in translation on both ways.
Re: Create Cyborg IMP(half robot,half human)[message #326699] Thu, 17 October 2013 20:14 Go to previous messageGo to next message
Off_Topic

 
Messages:1038
Registered:January 2009
A contentious issue, fair play to you Buggler for attempting to diffuse the situaution.

I would agree that it needs to be balanced, a simple Pro/Con Merc V Cyborg, but there's no need to attack scodec or his work.

A few ideas:

Electrical Storms/Rain can cause Cyborg to shutdown/reduce APs.
Can't swim.
Can't Use Camo or it has a reduced effect.
Movement is louder, higher chance enemies "hear" something.
Cannot "fit" in chopper/vehicles, too big.






Re: Create Cyborg IMP(half robot,half human)[message #326704] Thu, 17 October 2013 21:45 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Wow! Always wanted to have cyborg in the game!

scodec, please continue your work


I have few Ideas for the cyborg:
1) cyborg cannot raise his stats
2) agility low, high Strength, leadership 0 etc.
3) give him Auto 9(beretta 93R) pistol as starting gear.

Re: Create Cyborg IMP(half robot,half human)[message #326706] Thu, 17 October 2013 22:15 Go to previous messageGo to next message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
I guess the problem some people have with this, alongside potential exploits/non-balance, is that this does not 'fit' into standard 1.13 thematically. There are no fixed guidelines on what does and what does not go into the trunk, it's very... informal. Some of the more wacky stuff is only kept because, well, it already was in (creatures etc.).

Of course, that's a lot of tough talk from the guy who got convinced to add his zombies into 1.13, so I might not be the best person to tell you that Wink

It might, however, be a good idea to compile an exe (perhaps in your own branch?) where you can go wild with that stuff without upsetting anyone until its done.


Re: Create Cyborg IMP(half robot,half human)[message #326712] Thu, 17 October 2013 22:47 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Flugente
It might, however, be a good idea to compile an exe (perhaps in your own branch?) where you can go wild with that stuff without upsetting anyone until its done.


+1 to that. It's not a bad idea in itself because same as zombies, offers someone the chance to create a cyborg mod out of JA2. But before you add something to an official distro you need to prove it works. And works well. Untested hacks are ok for personal projects but when you go public you should have your homework done.

I for one am looking forward to see how this would work in JA2.


Re: Create Cyborg IMP(half robot,half human)[message #326764] Fri, 18 October 2013 17:29 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Quote:
is that this does not 'fit' into standard 1.13 thematically.


Incorporate it into sci-fi mode only ?


Re: Create Cyborg IMP(half robot,half human)[message #326774] Fri, 18 October 2013 20:01 Go to previous messageGo to next message
scodec

 
Messages:19
Registered:October 2013
May be my steps and everyone is not the same.
I was thinking is that submit first, then gradually improve.


Listen to the opinions of everyone, I want to be able to do some other changes, when completed, submit an application for the patch.


Such as:
Applies only to science model.
Manufacturing cost increase.
Can only make one.


Smile Thank everyone.
Re: Create Cyborg IMP(half robot,half human)[message #326775] Fri, 18 October 2013 20:11 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Having a demo exe and a few screenshots would certainly help persuade more people, trust me.


Re: Create Cyborg IMP(half robot,half human)[message #326807] Sat, 19 October 2013 05:04 Go to previous messageGo to next message
Asthner

 
Messages:45
Registered:August 2010
Location: Poland, Lodz
Once I did try to run an iron man playthrough with a single IMP and no mercs or RPCs. The IMP was supposed to emulate a super-high tech, science fiction soldier
Re: Create Cyborg IMP(half robot,half human)[message #326874] Sun, 20 October 2013 05:36 Go to previous message
Lokadamus

 
Messages:15
Registered:July 2006
Location: Germany
Flugente
I guess the problem some people have with this, alongside potential exploits/non-balance, is that this does not 'fit' into standard 1.13 thematically.
When i will play with something like a cyborg, i make an imp with aggressive, psychopathic, night ops, athletics and bodybuilding. Other things like hand to hand and athletics can make a fast running, deadly thing.
At this point i can't see a win with a cyborg.

So a mod to make a merc to a cyborg will be nice (like Shadowrun), but this should cost many money and is only avaible after found the Doc with robot and the hospital in the middle is free. And we need batteries and other things like x-ray to make a good cyborg.DepressivesBrot
I still don't really get it. Was all-IMP-blitzing through Arulco too difficult so we can now do it without pesky things like sleep and getting tired?
My mercs sleeping in car, so only one getting tired, rest are ready, when they came to a sector.

[Updated on: Sun, 20 October 2013 10:47] by Moderator

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