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Post by sundaymek on Nov 9, 2013 17:08:51 GMT -5
Hi,
I'm a frustrated giant robot collector (6mm), customizer and painter. But unfortunatly, I don't find anyone to play this kind of games with me.
I'm a big fan of indie games, and readed good things about your game. I was wondering if any solitaire mechanics were planned for this game.
Thank you !
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Post by Dagger on Nov 9, 2013 23:32:41 GMT -5
Hi, I'm a frustrated giant robot collector (6mm), customizer and painter. But unfortunatly, I don't find anyone to play this kind of games with me. I'm a big fan of indie games, and readed good things about your game. I was wondering if any solitaire mechanics were planned for this game. Thank you ! I wouldn't say "planned"... but I would say "thought of" and "wished for". (^_^) For me, the tricky part is... What would represent the enemy AI? A game-mechanic driving the AI seems to best fit a less intelligent and more animalistic type of enemy in my opinion. Maybe a large bug-like enemy with swarming tactics?
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Post by sundaymek on Nov 10, 2013 8:58:44 GMT -5
I was thinking about a classic symetric gaming with similar opposed forces, scenario driven, with fog of war aspect, lack of reliable intelligence regarding enemies forces amount/type, credible actions and reactions from the enemy.
Assymetric IA (elite squad vs insurgents, marines vs bugs swarm, survivors vs zombies) would be easier, I know.
Maybe I should create my own game ! ;D
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Post by sharkbait on Nov 10, 2013 19:52:04 GMT -5
FYI, I play mostly solo. I just play both sides according to how I would reasonably play. If there are two choices, just roll a die.
I've also thought about making a card activation scheme where each mech is assigned a card, and they activate in card order; re-shuffling after all the units have acted.
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Post by mrgreen on Nov 11, 2013 12:30:56 GMT -5
Try to combine the mech attack rules and the solo wargaming guide, both are available at warstore.
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Post by sundaymek on Nov 11, 2013 17:22:08 GMT -5
I didn't know about this guide. I'll sarch for infos, thanks
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Post by sundaymek on Nov 12, 2013 17:36:14 GMT -5
Last thing and then I let you alone, if you create a solo version of your ruleset, I'll buy it the day it will be released.
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Post by WaffleM on Nov 13, 2013 9:02:28 GMT -5
Last thing and then I let you alone, if you create a solo version of your ruleset, I'll buy it the day it will be released. No need to leave! Kick your shoes off and stay awhile! ;D Some early ideas for solo rules were posted HERE and please feel free to post your own or discuss others' house rules and ideas HERE. We welcome any ideas that you may have.
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Post by sundaymek on Nov 14, 2013 14:20:11 GMT -5
Thanks for your message. Do you plan to officialy support solo rules in future releases of your game ?
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Post by sundaymek on Mar 9, 2014 14:15:10 GMT -5
Apparently no chance to see solo rules for your game, I guess. Too bad
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Post by WaffleM on Mar 25, 2014 10:52:15 GMT -5
I wouldn't say no chance... I think it would be more appropriate for a more scenario driven game and that is certainly a possibility. It's just not currently available.
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Post by sundaymek on Aug 27, 2014 13:31:51 GMT -5
Hi,
I'm coming back here to see if there is any news about Mech Attack Solo Rules, finally ?
thanks
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Post by WaffleM on Aug 30, 2014 21:34:14 GMT -5
I think solo rules would work around specifically designed scenarios. Perhaps with the enemy mechs kept simple limited weapons and no heat effects. This may help offset the random nature of their attacks and movements. Do you have any ideas for solo games? We've started a post for people to post ideas on their solo rules. You can find it HERE. We're open to suggestions and if you have any ideas that you think would help make a solo version of the game please let us know.
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Post by sundaymek on Sept 13, 2014 19:32:42 GMT -5
Hi, thank you for your answer. I know the other topic you're talking about, sadly there is no new idea in it since I went on the forum.
Concerning my expectations on a solo mode, I'd say there would be some important factors for a fun, unpredictable game :
-not knowing the enemies forces before the battle, and their position -not knowing the possible reinforcements of the enemy, and where they will come from -special events during the battle (a famous commander is here, some orbital attack happens, weather changed dramatically, our troups went out of ammo, etc...) -Some missions with specific objectives for the involved troups : patrol, vip escort, convoy, siege, etc... where the enemy general behaviour is dictated by the scenerio -specific "AI" behaviour for the enemy during game : a enemy unit will return fire to one of our unit attacking it, will run from too dangerous situation, will help its own friendly units, will make choices of action depanding the combat situation (and depanding the scenario as I explained before). The enemy unit will choose to attack (and will choose who if possible), move to cover or to contact, retreat, group, etc...
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