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 on: May 11, 2019, 07:26:20 PM 
Started by TheDude - Last post by TheDude
I have said this before, so I will mention it again before I start this thread...

The missile system used to be about 3 times faster in production than it is currently. You devs say nothing has changed, but it has. I have docs that show differently than current system. I have playstyles using missles that have become obsolete because of the change. I have used this playstyle once or twice before, so I know it could have been done at one time. I mention this in the hope the missle system is at least returned to what it once was.

The missile system was at one time on its way to being very useful. Now it is....meh. As it is now, you would need at least 10 cities producing missiles non-stop to make them a viable weapon by end-game. You need thousands of them stockpiled and even then, this will only give you a few fully equipped attacks (talking about hundreds of mechs).

If you guys want to make them useful again, then you must make them a viable option for at least a mid-sized account;lets say 6 to 8 city player. That would mean this mid-level player could have maybe 4 to 6 cities making missiles. Use this idea accordingly to figure out how cheaply and quickly made missiles must be. You do the math.

I would guess you need to reduce time per missile to a third, and expense by half. Furthermore, missile production should use no cells at all.

If you like, you could make a new building just for building missiles to cover the speed increase. You could even add a missile silo to store the missiles (stockpile thousands of them).

As you have mentioned, you also need to make some anti-missile system. You suggested the AMG, which is a very good idea. The AMG's on a mech could stack as well to add value to missile defense.

Please consider this next game, as I will be once again changing my playstyle, and would like to revert to my missile build I once had.

BTW, I am fairly sure all of this has been posted before, but your search is defunct.


The Dude

 on: April 27, 2019, 03:14:40 PM 
Started by KarelPopi - Last post by KarelPopi
I have a lots of ideas and I thought sharing them in this topic would be amazing. I want this game to become live once again. So let's work on it together and share your ideas too ;)
Let me start with modified idea I already made topic about it to have it all together.

New mech, "The Conquerror" (can be called anyhow else, depends on admins will).
hull strenght:1200
equipment capacity: 1000
movement speed: 12
cells usage: 4000
Unique ability: Conquerror have a built in shield with 2000 points of combined durability (blocking both balistic and energy attacks). Shield fully regenerate after each battle, only exception is if shield is destroyed. Destroyed shield takes 5 rearming cycles to be set up again, each cycle replenish 400 durability points. Even if shield is only particulary recovered and mech gets into combat, shield will be again fully regenerated.
research requirements
AI unit, robotic workshop: lvl 9 (max level inicrased by 1)
force field lab: lvl 5
particle accelerator: lvl 2
production cost: 400K Crystals, 100K Gas, 40K Cells
For construction is needed lvl 9 mech factory (max level inicrased by 1)

new "Recon" mech
A small mech with 2 slots restricted for antibuilding weapons only (upto 2pieces of AB weapon in total) and 400 inner capacity which can be used to steal enemy resources or to equip radar system equipment. Mech is moving in speed of 30 and have 4 available mods,
1. AntiBuilding mod - Recon infiltrate enemy base and in 5 minutes he continously attack enemy buildings (choosen in behavior),
2. Theft mod -  Recon steals unprotected resources and equipment to the moment max capacity is reached (equipment and choosen resources are collected frist, behavior can be set to only equipment, only resources and both together)
3. Sabotage mod - Recon attack enemy buildings with all firepower at once, while destroying buildings equipment and resources in them have 60% chance to be destroyed too (each stack of 2000 resources and 1 piece of equipment individually or 60% of resources are destroyed and each pice of equipment have 60% chance to be destroyed), if attacking mech hangar, mechs in it are damged.
4. Scout mod - Recon stay in players city for 4hours while all informations about city are monitored and can be seen by mech's owner anytime. After Recon leaves city, only informations of storage, mechs and buildings at the moment he left are saved. In this mod recon can not see protected storage (bunkers).
Recon can be spoted anytime while in enemy city. At sabotage mode, Recon is allways spoted. If Recon is rewealed and in city are available combat units Recon gets destroyed. Chance of revealing enemy Recon grows with spec ops building's level, amount of mechs in the city and caused damage. If recon runs behind maximal comunication range he can not be controled and he doesn't send any informations
Recon to be operated needs spec ops building lvl 1 (a new building, max lvl 5, Upgrading spec ops inicrase effeciency, max number of missions, chance of revealing enemy Recons and Satelites, while reducing own scout's chance of beeing spoted) and mech hangar lvl 5 to be built.
Researches needed: AI unit, robotic workshop and experimental radar system lvl 4, force field laboratory lvl 2

Radar module
Special equipment usable only on recon mech, Radar module allow Recon to comunicate with spec ops building. Base module range is 15. Addind more radar modules inicrase informations quality (upto 5 modules).
weight: 40
cells usage: 70

Radar signal buffer
Special equipment for Recon mech, with growing amount of modules max range of comunication grows by 5 for each module
weight: 10
cells usage: 30

Harvesting system update
Harvesting misions will be composed of harvesters and transporters. Harvesters can still be sent without transporters but regradless their numbers, they can not pick up item with weight exceeding their capacity (even 1000 harvesters will never pick up a single Ion Pulse Canon).
If you ask me why, I just dislike how harvesters now are able to "disassemble" equipment and then asemble it in no time. It is just like digging a 10cm wide hole and pulling in a pipe with cross section of 20cm.

Harvesting resources will take some time. If one piece of equipment is beeing collected by more harvesters, speed stacks.

Harvester (the one which is in game now)
traveling speed: 20
capacity: 30
harvesting speed: 1 second - 200 resources or 10kg of equipment
size: 20

Quick Harvester
traveling speed: 25
capacity: 20
harvesting speed: 1 second - 500 resources or 20Kg of equipment
size: 25
extra requirements: Recycling workshop lvl 3
                              Engineering facilty lvl 3
                              science academy lvl 2

Transporting update
Transporters will not be able to carry equipment exceeding their capacity (same as harvesters - 4 basic transporters, 5 Ion Pulse Canons, Each transporter takes 1 IPC so each transporter have 20 capacity left = 80 free capacity units = weight of IPC, but it still can not be taken becouse it doesn't fit in either one of them.)

Ambushing transporters
Transporting and harvesting missions can be randomly attacked by NPC units. Only player without protection can be attacked. NPC army size is based on transporting value (equipment value is base production cost). Values of: 0~10K , 8K~50K, 35K~100K, 80K~500K, 300K+ can lure out (in same order) NPC attacks of size: 170~250, 250~400, 400~640, 640~1000, 1000~1600

Armored transporter
equipment capacity: 80Kg
traveling speed: 40
hull strenght: 600
equipable capacity: 200Kg
size: 70
requirements: engineering facilty lvl 3
                     armory lvl 2
                     science academy lvl 1
                     exchange post lvl 1

Heavy transporter
equipment capacity: 160Kg
traveling speed:30
hull strenght:1500
equipable capacity: 500Kg
size: 100
requirements: engeneering facilty lvl 6
                     armory lvl 6
                     science academy lvl 2
                     exchange post lvl 1

Basic transporter (the one which is in game nowdays)
equipment capacity: 100Kg
 -cannot transport mechs
travel speed: 20
size: 30
requirements not changed

capacity: 250Kgs of Equipment or 100 Mech's size
traveling speed: 45
size: 60
extra requirement:  engineering facilty lvl 5
                             exchange post office lvl 3
Medium transporters
capacity: 500Kg of equipment or 300 mech's size
travel speed: 45
size: 80
extra requirement:  engineering facilty lvl 7
                             exchange post office lvl 5

Large transporters
capacity: 1000Kg of equipment (100k resources) or 500 mech's size
travel speed: 40
size: 120
extra requirement:  engineering facilty lvl 8
                             exchange post office lvl 8

mechs size would be then: Raptor: 15, Vulture: 20, Puma: 20, Atlas:40, Spider Tank:50, Wolverine: 60, Bionic: 80, Conquerror: 120, Nemessis: 150, Nova:250.

Teleportation Altar
Altar is new building which allows player to quickly transport units or resources between cities.
Teleportation Altar can be only used to conect city with linked Altar.
  -Altars are linked with player himself, aliance members and whitelisted players.
  -Evry teleportation takes 60 seconds.
Teleportation is has a limit of total mechs size upto 2000 or transporters and harvesters of size upto 600
Teleporting makes Altar cooling down for 30 minutes and hosting someone's else teleportation adds 10 minutes to cool down time. Altar can be heated up to 40minutes of cooling down. If heating level is exceeted, action is interrupted and building is beeing damged.
Initiating teleportation consumes 5k cells.ยจ
Maximal teleportation range is 60+lvl*20 (up to 300)
requirements: Command center lvl 15
                      Planetary coucil
                      Power coil lvl 3
                      Radar station lvl 8
                      Exchange post lvl 5
technology:     AI unit lvl 4
                      Experimental radar system lvl 3
                      Particle accelerator lvl 2

New ranged weapon "Sniper"
type: balistic
damage: 25
range: 160
reload speed: 2
accuracy: 99%
weight: 50
cells usage: 30
required research: balistic laboratory lvl 6
                            physic laboratory lvl 3
                            particle accelerator lvl
production cost: 15k crystals 8k gas 5k cells

New weapon for electronic combat: Stunner
type: Energy
damage: 80
range: 150
reload speed: 5
accuracy: 95
splash range: 50
weight: 80
cells usage: 130
Unique Ability:
All damage dealt to shileds is multiplied 4times + aditional 1 time of damage is aplied on mech's hull. While hitting enemy, Stunner reduce enemy combat power following way:
attack range: -20%
accuracy: -10% (of current accuracy= for 100% it is -5%, for 60% it is -3%)
movement speed: If movement speed is upto 6 then speed is reduced by 1, higher speeds than 6 are reduced by 2 points
Debuff can only stack upto 3 times, slowing debuff doesn't stack. (stacking works like: 20% debuf=*0,8 then 3*20% debuf it is "current stat"*0,8*0,8*0,8=*0,512=51,2% )
Debuff last for 4 turns while with each turn is weakening by 50% of current debuff value
splash hiting cloaked unit reveals it

new anti debuff protection: EM Protection Layer
type: EM protection
firewall level: 15%
weight: 20
cells usage: 30
Stacks any number of times. (stacking work the same as weapon's stacking) Protects only a mech equiped with this.

Another new anti EM protection equipment: EM Resistant Field
type: EM protection
firewall level: 10%
weight: 80
cells usage: 150
Stacking works same as it is with a single unit protector, both equipment power stacks (stacking works standard way: *0,85*0,85*0,9 for unit with 2 single unit protectors and 0,85*0,9 is for unit with 1 single unit protector, both supported by 1 area protector field.) Field protects all friendly units in radius of 100.

Buffer EM combat equipment "Mech Accelerator"
type: EM buffer
buff: +5% attack range
        +10% accuracy (80% accuracy means 20% chance for mising, with buffer mis chance would be 20*0,9=18% for mis and 82% for hit)
        +10% crit
weight: 30
cells usage: 50

Team buffer EM equipment "Supportive Field"
type: EM buffer
buff: +5% range
         +5% accuracy
         +5% crit
weight: 100
cells usage: 250

new artificial rocket weapon, "Star Missle"
type: missle
damage: 250 balistic, 350 energy
range: 150
reload speed: 1
accuracy: 90%
shots by: 3
splash range: 60
weight: 40
cells usage: 200
Production cost: 12k crystals, 60K gas, 13K cells

new artifical energy weapon: "Pulsar
type: energy
damage: 140
range: 115
reload speed: 1
accuracy: 100%
weight: 60
cells usage: 300
Production cost: 90k crystal, 30k gas, 60k cells

a new Arifical combined weapon "Acid Sprayer"
type: combined
damage: 15 balistic
damage over time: 25 balistic and 40 energy, stacking upto 20 times and lasting 4 turns
range: 25
reload speed: 2
accuracy: 85%
splash range: 15
weight: 40
cells consumation: 70

16k~32k cells NPC hive,
Artifact: Pulsar, Star Misle, Acid Sprayer
possible deffence setup 1:
4x Nova - 1x multilayer plating, 1x advanced deffense system, 7x kinetic projector, 2x adaptive force field;
1x Conquerror - 2x adaptive force field, 2x advanced deffence system, 84x phantom rifle;
6x Bionic - 10x railgun IIs, 1x adaptive force field, 3x advanced deffence system;
4x Atlas - 6x power claws, atlas jetpack, 1x advanced deffence system, 1x complete force field
5x Spider Tank - 7x power claws, spider tank jetpack, 1x multilayer plating, 1x complete force field

NPC hive 32k-100k

Nowdays many players are bullying weaker players so in order to avoid such a in-game behavior, I think inicrasing deffensive capabilities would help them as well as it would inicrase usefullness of antibuilding weapons at higher levels and made late game useless turets usefull too. Another update of turrets and deffensive buildings would be that they instead of beeing instantly ready at full HP, they would take some time to repair (reconstruction starts automaticly after battle and will regenerate 5% of turret's max HPs evry 30 seconds. Destroyed turret must be reconstructed manually and takes 1 cycle of reconstruction long 30 minutes.

Light Deffence Turret
Dmg inicrased to 60 balistic and 40 energy
range inicrased to 150
accuracy inicrased to 70%
hull strenght reduced to 300
cells usage: 40
max cap inicrased to 15

Defence Turret
dmg inicrased to 170 balistic and 230 energy
range inicrased to 180
accuracy inicrased to 80%
splash range decreased to 25
hull strenght reduced to 600
cells usage: 100
max cap inicrased to 6

New Defence Turret "Canon Turret"
damage: ballistic 600
range: 165
reload speed: 2
accuracy: 50,0 %
splash range: 60,0
hull strength: 800
max cap: 3
cells usage: 200

a Trench with sandbags
A deffensive building allowing player to put his mechs in it, decrase suffered damage of unit by 30%, unit become immobile

a small deffensive perimeter dealing 400 splash damage in radius of 40, mines are placed randomly (or by player, it doesn't matter) in 60% of battlefield width from center to enemy side (battlefield's lenght is for example 1000, 500 is in center and 60% of 500 is 300 so mines are placed between 200s (500-300) and 500s. Minefield is distanced 15% from top and bot border too.

A ground feature imobilize any unit steping in it for 5 turns, accuracy whlie attacking imobilized unit is inicrased by 100% (80% chance for hit means 20% for mis, with doubled accuracy is chance to mis halved). Imobilized unit have reduced attack range by 20% as well as suffered damage is inicrased by 10%

cloaked units
cloaked units are able to apear behind enemy mechs same as jetpacks without losing a single point of capacity (wheter it spawn behind enemy units or together with his own mechs is set by behavior, mech is cloaked to the moment it attack enemy, cloaked unit can be hit by splash damage)

Random events:
Sandstorm, slow down traveling units by 15%
Solar Blasts, all traveling units are continously damged by 2% of current HPs evry 15seconds and have a small chance to damge equipment - repairing costs 20% of what production does (last up to 15 minutes)
Earthquake, deals 300 damage to all buildings

Credits system update
Evrything that can be bought for credits has a small price adjustment.
Credits can be get as a loot from NPC hives with some chance. While attacking enemy player there is a chance to get some credits as a reward, chance for credits dropping grow with inicrasing damage coused and is also dependant on player's honor and infrastructure points difference (stronger enemy and higher honor means higher chance). Credits can be also found at derbis field while harvesting it completly (more resources and equipment harvested at finishing mision means higher chance).

 on: April 26, 2019, 03:10:40 PM 
Started by KarelPopi - Last post by KarelPopi
When we are talking about transporting mechs in some smart speed, I also had an idea. I am sorry I couldn't say it while I was responing, my train went to my station so I had to go. Fast ways of transporting units are pretty complicated since if you boost mech speed, he will be stronger in fight too. My idea was to finish mech size values and add a new vehicle to transport mechs. which is 1st one. 2nd one is to add a new building which would be a "Teleporter Altar". Altar would be advanced building which would let you to transport anything to any city with Altar in it with one condition. To transport something to another player's city, you must be on the whitelist. Aliance members are automaticly whitelisted, but can be manualy removed out of list. On whitelist would be limit, all members of yours aliance and 5 players who aren't in same aliance, "other players". Other players limit would be inicrased by upgrading planetary council building. Teleporting would take some time (for example 2mins) and there would be some time before teleporter can be used again. Teleporter would also have a limited capacity.

 on: April 26, 2019, 01:30:23 PM 
Started by KarelPopi - Last post by KarelPopi
Btw mr. Robert,
what you said about those mid size fast mechs, I don't think this would be something implementable in game, if you make some mech with atleast 300 capacity to not let it be useless it can easily have 9 Power Claws with 1 Advanced Deffence System and 1 Complete Force Field it can crush anything and I don't see a way to make it balanced excpet for making it slower in combat which would make it a quick transporting spider tank.

 on: April 26, 2019, 01:11:34 PM 
Started by KarelPopi - Last post by KarelPopi
Hello mr. Robert,
Thanks for your reply and time but sorry, You don't understand me correctly, I admit I may not wrote it very clearly but the term combined durability shield was meant that it can block both physical and energy dmg. The purpose and benefit of this mech would be that it doesn't need any extra shield so it can focus building full weapons and transport platforms. The shield would be acting as his HPs (it is same as hp, it is on mech since he is produced and it doesn't take any space) but it regenerate after evry battle (except for the one where is shield beeing destroyed, but if it is only repaired by 1 cycle it will still fully regenerate after next attack). This mech will allow player to quickly rush almost anything without much need to worry and to rearm or repair mech while holding extreme combat power. This would be a perfect mid range mech equiped for example with Railgun 2s for some solo attcking and as a support for some long ranged mechs as well as it can be used with some other mechs and holding some nice long range firepower. Nowdays if you build ranged mechs and some close range mechs, enemy can hurt rangeds so much. This mech would be thanks to his regenerating abilities and firepower almost invincible to them and be safe while alowing some other mid ranged (example bios) to rush enemy rangers instead of protecting them. This mech would also disallow enemies to spam-rush city in order to destroy some strong mech (spamming fe. atlas or st with jetpacks to destroy enemy nova). This mech would also be used to make some stronger NPC bases without need for too many mechs (making games a bit longer and placing upto 100k NPCs on other planets easily possible). This is also one problem it would fix. Sometimes when players want to simulate some battle it is beeing not possible since there is a limit for mech numbers (Just simply inicrasing the number would be much easier but you would not listen to it  :-\)

 on: April 23, 2019, 08:53:50 PM 
Started by KarelPopi - Last post by Robert-MH
Thank you KarelPopi for bringing new idea.

You proposed in fact two new equipment items (if I understood you correctly)
1) New Mech Chasis - 1200 HP, 1200 capacity(!), speed 10
2) New Shield (+1200 HP for energy weapons), dedicated only for this mech.

What would be main purpose of the mech? Anti-Energy weapons killer? Why such big capacity?

I see new mech potential in other game space. Game lack of mid sized, super fast mech (speed ca. 25-30, relatively high energy consumption, ca. 1000-1200 HP).

Such mech would introduce at least 2 benefits into game:
1) Increase players alliance cooperation. Much more capabilities to support other players when attacked. Every or some players can have a "Rapid Task Force" ready to attack/support when called. Now this is rather Spider Tanks role, but new mech could be must faster.
2) Make easier reach out long distance opponent cities. This is now a challenge as smart players locate 2nd and next cities far, far away.

 on: April 21, 2019, 10:27:06 PM 
Started by KarelPopi - Last post by KarelPopi
Forget to note, When his shield is active his armaent won't lose durability like it is for other shields and if this shield is depleted It will take 5 rearming cycles to set the shield back, while each cycle return him a bit of durability.

 on: April 21, 2019, 10:21:19 PM 
Started by KarelPopi - Last post by KarelPopi
I was just thinking about what could also make MH much better and I came up with an idea to add a brand new mech. It would be a high technology mech with just only 1200 HPs. His priority would be a shield with 2300 combined durability points (it also would fully regenerate after each battle like all other shields). And thanx to his low base durability he would be able to cary and extreme weight of 1200 in base and 1500 at top capacity upgrade while moving in high speed 10. His researches required would be: lvl 3 chemistry, lvl 8 AI unit with lvl 8 robotic workshop, lvl 4 force field lab and lvl 2 particle accelerator. For his construction lvl 9 mech factory would be a must. I expect an optimal production cost about 500K crystals, 250K gas and 50K cells while production time is 12 hours. The cells usage is pretty high becouse of such a shield have pretty big energy consumation, about 4000 units per hour. I call this mech "The Conquerror"

 on: April 21, 2019, 04:48:32 PM 
Started by Storm - Last post by Furion
Have you thought about 2 factor authorization ?
This would go a long way towards creating personal accounts within the game and protect people from having their game identity stolen.
This has happened several times when one server ends, when you try to use your log in on the next server you find someone has already used it.
In order to play the game you would have to create an account.

 on: April 20, 2019, 08:32:58 PM 
Started by Storm - Last post by Robert-MH
Server was just reconfigured. Changes applied:
1) Higher ratio of infrastructure difference points protecting by attacking by stronger/weaker player - from 1:3 to 1:6
2) Increased defense capabilities - Defense turrets has now reloading value 1
3) Increased defense capabilities - Shield Generator has lower requirements to be built (Command Center level 12 and Science Academy Level 2)

This is quick fix. For the complex approach I am thinking about two ideas provided by players:
1) New active scan report - show me all harvest missions to my city cell fields (all harvest details) from last x hours (24 or 12)
2) When you have patrol mission all harvesting missions out of you alliance - has chance to be attacked. Idea is cool, but a lot of questions about details (what probabilities (encounter, harvester hit), what loses, calculated separately by patrolling mech or mission, etc.

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