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 1 
 on: Today at 02:55:51 AM 
Started by Storm - Last post by Furion
According Alliance limits. If we completely romove such limit does it really help with anything?

Mulitaccounts. Adamsky told us some stories about players creativness :) Indeed - the same IP, lot of directional transfers, other rules broken (cannot tell now all, but game has such for identifying multi accounts) - and player complains that he play with family, mates, etc.

What do you all think about other aproach. Make for evident multi account life tliitle harder in the game and launch NPC attacks (even with AB) from time to time.  Multi can still play as it is utilising advantages, but game became more challenging. I think this would be fair for all.

To be 100% honest , most multi accounts are produced so that they can be used as res cows create 4 accounts you then get close to producing the res a well run credit using account produces. If you make it a level playing field you reduce that incentive.

other multi accounts are created to harass bigger players who are never able attack the smaller players on S1 server due to the size restrictions.
and then other multi accounts are created to deal with those multi accounts used to harass.
Some of the new initiatives you are planning could have the result of reducing the amount of multi accounts on a server at any one time. However there are some players who will always seek to exploit.

 2 
 on: Today at 02:41:57 AM 
Started by Robert-MH - Last post by Furion
We want to propose implementation of whole set of automation mechanisms, which we believe relieve strongly players from micromanagement.

I believe you agree with me that mech dying from starving is one of the most confusing event in Mech Hero. Players has to manually transfer cells (also other resources) to one or few points where army is stationing.
Auto transport is a periodical job, which every player (which purchase that) can configure for any his city.

Player configure in city transport params:
1)   WHAT (cells, crystals, gas, item type)
2)   HOW MUCH (provided amount, max)
3)   WHERE (city destination)

Job is launched periodically (to be determined - every hour or rarely) if meet requirements launches transport (transport vessels, missions, resources etc).

It help not only avoid starving, but also keep production and transport chains. Different cities may specialize in cells and equipment production and all this may be automatically transferred to army rally point.
This mechanism affects heavily database performance, so we have to assess that also from this point of view. Besides additional revenue this is also reason why this should be purchased. Player can purchase such option valid for a week.

I think that this not change existing mechanics, but would a nice and useful add-on.
Would you like such feature?

BTW. In next topics I will describe auto-harvest, aut-upgrade, auto-combat and possibly more automations. In long perspective such mechanism allow that most of the infrastructure could be possibly automated and players would focus on planning, strategy, diplomacy, alliances and other social activities which makes this game exciting :)
Yes the above would help a lot.
The ability to customise weapons and equipment would be awesome. for arguments sake , say I was able to give LRR ( Long Range Rifle) a greater range but in so doing reduce the damage it does or if I increased the effectiveness of a shield or armour by increasing its weight.
Applying the same sort of logic to mechs , sacrificing speed for armour or Armour for greater speed or greater weapons and equipment capacity.
To be able to trade mechs or hire them out as mercenaries would also be a good thing.
Tagging all the mechs and equipment produced with the name of the player who produced them would also be cool.
To be able to customise the way the mechs look in a better way than you can at the moment would also be good. A new Security building that you can develop and train items like spies , city capture units and saboteurs.
Bonus cell, gas and crystal production levels based on Cities built and infrastructure points so say a second city produced would when the city average score reached 800 generate a bonus cell production of 2% and 4% to both gas and Crystal 3 cities would generate 4 and 8 % this type of bonus would continue until it maxes out @ 20% for cells and 40% for gas and crystal when the 10th city has been built. This will address the current pay to win situation and make it a fairer more level playing field for all.
Please , make the current reward for completing the tutorial a permanent super hero account.. frankly using a calculator to work out how many harvesters to send to a debris pile is a bit silly.
The game really works on an 8x8 grid there is a free tool out there that allows you to see were all the main resource tiles are , it shows all the 8.1.1, 6.2.2 , 2.4.4, 4.2.4, 4.4.2 and by default the 3.3.4 tiles. With practice it is possible to force NPC to spawn next to your cities thereby making NPC farming very effective . This is achieved by leavin some res on every grid square except for those right beside the city. Currently there is no way to identify who has taken res from the grid piles. Perhaps the radar system can have a new research ability that would warn you that player xxx has harvested from tile 0.0. On the s1 server small players cannot be attacked by players that are too far beyond them in size. So currently would not be able to attack a player that was taking res from that area.What if, as in some games , if a player took res that he had not created from a loot pile , he had his size protection switched off for 24 hours ... 

looking forwards to future developments :)

 3 
 on: Yesterday at 07:28:12 PM 
Started by Robert-MH - Last post by Chairman
3. New ending of the game. The struggle of the victorious alliance on the moons. With powerful NPCs and fortresses.

New weapons and mechs would also be cool. Something to shake long standing tactical schemas and tournament setups.

I would like some variations for equipments and weapons...please

 4 
 on: Yesterday at 06:13:34 PM 
Started by Robert-MH - Last post by sweety
3. New ending of the game. The struggle of the victorious alliance on the moons. With powerful NPCs and fortresses.

I strongly agree. Building spaceships is just... we are not playing SimCity right?

New weapons and mechs would also be cool. Something to shake long standing tactical schemas and tournament setups.

 5 
 on: Yesterday at 08:59:59 AM 
Started by Robert-MH - Last post by Lech
To nie jest potrzebne. Podstawowe kierunki rozwoju gry.
1. Zacheta dla średnich i nowych graczy
2. Nowe mechy i bronie (typu Bionic)
3. Nowe zakończenie gry. Walka zwycięskiego sojuszu na księżycach. Z potężnymi NPC i twierdzami.
It is not necessary. Basic directions of game development.
1. Cache for medium and new players
2. New mechs and weapons (Bionic type)
3. New ending of the game. The struggle of the victorious alliance on the moons. With powerful NPCs and fortresses.

 6 
 on: Yesterday at 08:06:01 AM 
Started by adamsky - Last post by Robert-MH
S1 will be restarted on Friday (20th April 2018) midday (European timezone) if we finish all maintenance works today.

UPDATE. We will change Nemesis combat Speed from 6 to 8 as this change was previously tested and reccomended by previous owners.


 7 
 on: April 18, 2018, 01:05:36 PM 
Started by Robert-MH - Last post by Robert-MH
We want to propose implementation of whole set of automation mechanisms, which we believe relieve strongly players from micromanagement.

I believe you agree with me that mech dying from starving is one of the most confusing event in Mech Hero. Players has to manually transfer cells (also other resources) to one or few points where army is stationing.
Auto transport is a periodical job, which every player (which purchase that) can configure for any his city.

Player configure in city transport params:
1)   WHAT (cells, crystals, gas, item type)
2)   HOW MUCH (provided amount, max)
3)   WHERE (city destination)

Job is launched periodically (to be determined - every hour or rarely) if meet requirements launches transport (transport vessels, missions, resources etc).

It help not only avoid starving, but also keep production and transport chains. Different cities may specialize in cells and equipment production and all this may be automatically transferred to army rally point.
This mechanism affects heavily database performance, so we have to assess that also from this point of view. Besides additional revenue this is also reason why this should be purchased. Player can purchase such option valid for a week.

I think that this not change existing mechanics, but would a nice and useful add-on.
Would you like such feature?

BTW. In next topics I will describe auto-harvest, aut-upgrade, auto-combat and possibly more automations. In long perspective such mechanism allow that most of the infrastructure could be possibly automated and players would focus on planning, strategy, diplomacy, alliances and other social activities which makes this game exciting :)

 8 
 on: April 18, 2018, 11:16:00 AM 
Started by Storm - Last post by Robert-MH
According Alliance limits. If we completely romove such limit does it really help with anything?

Mulitaccounts. Adamsky told us some stories about players creativness :) Indeed - the same IP, lot of directional transfers, other rules broken (cannot tell now all, but game has such for identifying multi accounts) - and player complains that he play with family, mates, etc.

What do you all think about other aproach. Make for evident multi account life tliitle harder in the game and launch NPC attacks (even with AB) from time to time.  Multi can still play as it is utilising advantages, but game became more challenging. I think this would be fair for all.

 9 
 on: April 18, 2018, 11:12:03 AM 
Started by gamaset - Last post by Fahwichaya
It's a story I never knew before. I have read that it feels good.

 10 
 on: April 18, 2018, 11:11:53 AM 
Started by Neo - Last post by Fahwichaya
This is a good read. I have read and try to get it.

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