Engines of War brings you nonstop Real Time Tactics action from the first second of the game: You are the pilot of one of the massive combat vehicles known as "Engines". Lead it (and lesser units) into battle together with your team - and destroy your enemies and their base! Engines is inspired by DotA's gameplay, but freely redistributable and modifiable content on the Spring Engine.

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Jan 18 2010 Anchor

So - this is our very own, "staff" only forum. So speak your mind :) !

Jan 20 2010 Anchor

Cool. Now get your flat-mate in here and the other guy.

I have no idea how to post new topics in here: so here is an idea i had this morning. we need to differentiate between primary and seconday weapons. i propose that primary weapons (the default) which is generally the rifle, should be best at anti pawn, and weaker VS other players, while the secondary weapons specilaize in player vs player combat, but still have effective damage against pawns, but are not as effective as the primary (usually do to range)..

just an idea.

Jan 21 2010 Anchor

The "New Thread" button is on the right, above the time's and dates of last posts in this subforum. I made you a new thread regarding the weapons.

Jan 21 2010 Anchor

I must not have permissions to make a new thread. You might want to check that out.

somethign you said in the email i totally agree on
" if you're pawns get stronger through an achievement your team makes "

may the average player's level, so as he levels up so does the team?

ideas on the range: currently los for engines is 900 and pawns 800.
i understand youd like to limit kiting Shooting from out of los and run away, but its kind of an aspect of a non medieval rts. maybe if we increase the engine los to 1000, but still leaves out problems like, short range will be 1/3 of that range and give longer ranged units an even more advaantage, over sihort range because they can see them further away. maybe a solution to this is give shorter ranged units a long los, to act as spotters for logn range units. that way if you are being atacked by long range units, you know you are in a spotters range. this would also work because currently the sniper (bishop) has a range of 1200 and that well beyond its actual los, and if we increase thier loses it will be allowed to shoot on its own (with out a spotter) at a signifigant range beyond the close and medium ranged weaposn that some other engines have.

you might say well why dont we lower all the long range. well then you will run into the problem of having only 2 kinds fo ranges, point blank and medium. having something only very ine 50 range in the 400s and 500's really doesnt make a difference.
anything less than 300 is pretty much point blank and anything less than 800 is medium, so cutting out long ranges, you will severely limit the weapon classes to about 2 types on ranges. trust me i have adjust many mods on this, especially classic battletech which uses the already defined book RPG ranges that i tried to balance thru different conversion formulas.

i would say some long range units 1000 is okay, as long as we dont have any extended long range, shooting across the map kind of situation.

Jan 22 2010 Anchor

On pawns - I was thinking more of a seperate achievement (rather than one you're already rewarded for - leveling). Like destroying stuff in the enemies base unlocks stronger units (even if that sounds counter-intuitive at first...).

Need to read up on the ranges and compare stuff - can't quite parse at the moment. Though if you say what I'm saying means heading to 2 ranges only - point blank and medium - yeah, that could be right.

Jan 23 2010 Anchor

SeanHeron wrote: Though if you say what I'm saying means heading to 2 ranges only - point blank and medium - yeah, that could be right.

Well, that's stupid. But it's your game, so why not.

I still cant add forums threads. Looking at the screens, I think I'm going to remove the front blades as default forward they are causing some clipping. So if I create it larger and to the rear, and when the sword weapon is activated it will flip forward, (like a switch blade), and fold back when the gun is activated or not in use.

-
Also I just thought of soemhting we kind of brought up before. In order to speed up movement to the battle field, we were talking about transport ferry system. Well what about a jump gate system, where getting onto a gate sends you to another part of the map, and therefore making it a strategic location?

Jan 25 2010 Anchor

Funny you should say that - I had that exact thought today :P. I was kinda wary when I came up with it, and reckoned it'd probably not work that well... I think we stick to walk and run for the moment, but keep that in the back of our head as a possibility later.

Also - on the blades - I'd really like to keep it the way it is, think it looks pretty cool - question is whether you have (noticable) clipping in game, not in screenshots.
Plus in general, I'd advise not to go back over models atm, since we might need to do rescaling later on, and seems like a waste to go through Upspring more often than you need to. And more importantly, I'd rather see another Engine ingame than one we have improved on :D.

On Forum:
I've been messing with permissions, and it seems there's no setting that allows for a mixed forum (open + closed) where all members of the Dev team can post in the closed section. So we can either - use this forum as private only; or (and I'd prefer this option) - have this public, and use the developers-team Forum as our private one. (if you can't make threads there atm, I'm very very sure I can set it up so you can.)

Edited by: SeanHeron

Jan 25 2010 Anchor

Agreed. Using other Forum for team talk. I don't know why bother having this one, maybe to post announcements for the Team?

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