Author Topic: Adjustment to stock game  (Read 3862 times)

Offline Gigafrost

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Adjustment to stock game
« Reply #20 on: November 10, 2008, 12:11:45 PM »
Indeed, I agree with Inf...
 
I also think that the snowplow(s) should rack up points when they either ram or push against another bot (since pushing bots suck in general). Since they don't do damage, winning by points is a common victory in the real world, apart from things like judges decision.

Offline infiniteinertia

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« Reply #21 on: November 10, 2008, 04:52:42 PM »
More HP = more realism. Parts dont break easily in real life. Even in DSL parts break quite quickly.
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Offline ACAMS

Adjustment to stock game
« Reply #22 on: November 10, 2008, 06:02:55 PM »
Quote from: Serge;20885
Someone post all the statistics to change and I'll pack it up as a mod.

That is the purpose of this topic, I wanted everybody's input so I could add it to other mods I have done to the stock game.
So far naryar is the only one to put it to txt, but I have a good idea what is wanted and will have to do the mods and get beta testers before it gets released. Infact I should have a rough beta 1 out in the next couple days.
 
Post here if you have time to beta test and tell me if parts are too strong or too weak and I will change them unless you know how....but not necessary to be a beta tester.

Offline Clickbeetle

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Adjustment to stock game
« Reply #23 on: November 15, 2008, 05:27:44 PM »
Quote from: System32;20664

I'm not talking Starcore, more like... UBERMOD.


That's what I thought when I first saw this.  Hasn't this mod already been done with UBERMOD, or was that something different?

I've actually thought about making a mod like this before since it wouldn't be too hard, but every time I start brainstorming ways to improve stock, it turns into DSL.  If I was going to use a balanced mod I think I would much prefer DSL...

That said, this mod might still be good to have.  Sort of like a transition step between stock and DSL for people who don't want to switch "all the way".

My input: Remember the damage formula for keeping weapons balanced.  Damage potential (DP) = 183.9P + 100C.  P=piercing, C=concussion.  So piercing does more damage than concussion.  Then you just need to use the same HP*DP/mass for all components (for DSL it's 60000; for stock I think 15000 or 20000 would be a good number).

Armor strength also needs to be doubled, because with DSA it's basically like having only one armor choice.  It takes the whole element of armor out of the game.

Adjusting weapon weights would be cool.  Naryar's got a good list there.  It's not strictly necessary, though, if there's a good reason not to do it.

I'm surprised no one has mentioned motor power yet.  Everyone knows the motors in stock RA2 are WAY underpowered for spinners, so we have to resort to stuff like chaining Z-teks and servo enhancing.  There's an easy solution.  If you change only the first number in the motor's "power" setting and make it higher, the motor will spin faster when there's a disc or something attached, but won't make your bot drive any faster.  Driving power doesn't need to be improved, that's good as it is, but slightly more powerful weapon motors would make heavy weapons like hammers more usable without servo-enhancing.

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline Somebody

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« Reply #24 on: November 15, 2008, 08:05:30 PM »
The burst motors need to be more powerful for flippers too.
I built that big robot on that TV show that time


Offline Clickbeetle

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« Reply #25 on: November 15, 2008, 08:13:53 PM »
Quote from: Somebody;21818
The burst motors need to be more powerful for flippers too.


You've obviously never seen Jimxorb's Jex Air... probably the most powerful non-rupting flipper ever built.

Most flippers can't flip that high in real life anyway.  There's only been a handful of ceiling flips in the entire history of robot combat.  The burst motors probably don't need to be more powerful... except the Snapper II.  You could make that thing actually usable as a burst motor.

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Offline Resetti's Replicas

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Adjustment to stock game
« Reply #26 on: November 15, 2008, 08:51:35 PM »
On that note, any chance we could ramp up the power of the servo's so they have enough power to lift a heavyweight?

Offline ACAMS

Adjustment to stock game
« Reply #27 on: November 15, 2008, 09:00:21 PM »
No, no matter how high you set the power they still can't lift.

Offline infiniteinertia

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« Reply #28 on: November 15, 2008, 10:46:36 PM »
I still dont think that DSL components have enough HP. IRL chassis are alot easier to damage. And when armor does get damaged, it depends on the thickness, material, and who the bot is facing.
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Offline Urjak

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« Reply #29 on: November 15, 2008, 11:30:18 PM »
But in real life, you also can't break a sledgehammer with a razor spike, yet you can do it in RA2. The way damage is done in RA2 is far from what happens in real life.
Any comments would be appreciated. :D

Offline Clickbeetle

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« Reply #30 on: November 16, 2008, 12:04:11 AM »
If DSL components had any more HP, there would be no more KO's.  Every fight would end by points, or TKO if it's in an arena with pits.

In real life bots can get KO'd without getting all their armor ripped off first... but not in RA2.

To lack feeling is to be dead, but to act on every feeling is to be a child.
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Offline Somebody

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« Reply #31 on: November 16, 2008, 07:34:57 AM »
See: No Apologies vs. Minion
I built that big robot on that TV show that time


Offline infiniteinertia

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« Reply #32 on: November 16, 2008, 09:50:18 AM »
Bots in RA2 arent ALWAYS fully armored. Certain bots that are are the ones that in real life would not be easily KO'd.
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Offline Flying_Chao

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« Reply #33 on: November 16, 2008, 09:56:45 AM »
Please, can we get back on topic?

Offline kill343gs

Adjustment to stock game
« Reply #34 on: November 16, 2008, 11:03:24 AM »
FC, This is technically on topic because we are discussing the strength of armor relative to real life combat, which is what we are trying to achieve (as closely as possible.)


For once the mods did something right
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Offline TleeC11B

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« Reply #35 on: November 29, 2008, 12:04:19 PM »
Sadly I've built just about everything other than a fighting robot in real life.

I think the stock game needs a well deserved crash course into reality.. I dont care about the weight of the red/black extenders I just want to be able to attach on both sides not just one...

The circuit board SHOULD be able to be mounted ANYwhere and from any direction...

weapons should have a few more attachment points aswell... like the spiked mace has one on the end of it in DSL.. thats just fine.

the little rubber wheel should weigh alot less (on the list already)

the thin wheel should be a bit more grippy and should have more HP considering it LOOKs like the same rubber from say an airless electric wheelchair it should be as grippy and stout as they are.
The granny wheels look the same as an Air electric wheel chair wheel so make it super grippy but not as much HP due to the possibility of popability.
In-fact any wheel that looks as if it has air in it.. Fatboys, Grannys, and whatever others that I can't think of atm should have less HP considering they could be punctured and popped. (is there anyway you can make them loose their traction after x amount of DMG is taken to the wheel? that would make it more realistic then loosing the wheel all together if its inflatable.)

I think the angle motors should be more powerful or have an option of a higher powered brushless angle moter due to the fact that most REAL angle motors are geared up/down for speed or torque. (you guys saw the mythbusters episode where they made the batman grappling gun didn't you?)

Maybe go ahead and put in the 6 pointed extender with a decent amount of HP but very little weight cost considering it would be mimmicking a small weld. and possibly every crazy extender you can possibly think of b/c you can do anything you want with a torch and welder.

Please make the saw blades ALOT more durable... and possibly more dmg, In real life they are rigid as heck.. on the game they pop off seconds into battle, rendering them pointless.

This is a funny but good Idea... put in small nitro-methanol powered gas engines (you know like on gas powered RC cars) they are powerful, small, and extremely versatile. ofcourse this would mean having to add another source of energy...
gas tank (small, medium, large) there could be three sized... 1.5, 2.5, and 3.3
these are real motors I've had all of them one on a Smaxx one on a Rally Truck, and one on a Tmaxx all made by Traxxas. the only problem would be you would have to also make a rack and pinion sterring or something like the "power steering unit" that turns the bot considering gas motors dont just reverse by a push of a button.

3.3


2.5


.15


also add 7cell battaries.. they last about 15 mins under high performance situations.. they will double most normal motors rpms and most performance motors are unstoppable with them.


Thats all I got for now..


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Offline Naryar

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Adjustment to stock game
« Reply #36 on: November 29, 2008, 12:24:20 PM »
I agree with most ideas excepted the last ones. We're not going to add new components, this isn't DSL.

Offline TleeC11B

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« Reply #37 on: November 29, 2008, 10:23:52 PM »
Thats kewl if you dont agree... what about attachments on the sides of the small wedge!.. that is a good one yes? :)


I\'m so happy I\'ll stab your ass and lay down next to you dead in the grass.