Mech Armada

Mech Armada

View Stats:
Szeron Jun 24, 2021 @ 2:01am
Feedback and Suggestions
I really enjoy the demo and what you've done so far.
The "bite-sized" battles combined with the randomization, customization, and variety feels really good to keep coming back to.


-=ISSUES=-
1.) Weapon Research can feel a bit 'wasteful' at times - especially if you're after a weapon and only roll non-damaging support systems(or vice versa).
-I'd like to suggest that the first roll is always a damaging weapon of some sort and the second roll is always a support system of some kind.

2.) Wasted Energy Overflow. It feels bad to do really well/efficient on a stage and realize you just 'lost' a bunch of energy because you're capped on energy as the stage ends.
-Let that energy overflow at the end of a stage convert to extra research as a reward for 'doing a good job'.

3.) Lack of Research Upkeep/Sinks. I realize this is probably just a demo thing, but it would be nice if you could spend 'leftover' research on "Intel" for the next stage.
-An option to spend 1-3 research to get a hint on the next stage's terrain(lanes, serpentine, wide-open, etc.) or enemy composition would be great.



-=WISHLIST/BLOAT=-
I'm sure you probably already have plans and goals outlined; these are just some fun ideas that would expand the scope beyond what the demo currently represents:

=Random Weather=
-Fog that obstructs vision
-Snowstorms that reduce movement
-Energy Storms that target random tiles for energy strikes
-Void Surges that hasten the death-wall
-can spend Research on 'Intel'/Weather Forecasts(maybe even change the weather for Energy or something).

=Boss Encounters=
-Big, singular opponent deathmatches with stage-wide mechanics you have to dodge/react to.
-Functions as Progression Milestones

=Meta-Unlocks=
-Making it to X stage or defeating Y encounter unlocks new gear for the random item pool.
-A longer-term reason to keep coming back for 'one more round'.

=Alternate/Branching Biomes=
-DLC/post-release expansion potential with biome-specific gear and encounters.
-Beach stages with high/low tide that reduces and expands the stage with different enemies/tactics/bosses.
-Dense Jungles with overgrowth obstructions that can be cleared for shortcuts.
-Deserts that punish energy/heat weapons and are home to enemies that alternate between a burrowed and surfaced state.
-Crystalline Caverns with enemies that splinter when killed and reflective terrain that can bounce projectiles.
< >
Showing 1-2 of 2 comments
Ice_Roasted Jun 24, 2021 @ 11:37am 
Nice! Those were some seriously in-depth suggestions. Thank you Szeron!
ANZ Jul 12, 2021 @ 1:05pm 
I've liked the Demo so much that I spent many hours replaying it and trying different things, and I should say that I totally disagre with many of this suggestions, sorry.


Originally posted by Szeron:
-I'd like to suggest that the first roll is always a damaging weapon of some sort and the second roll is always a support system of some kind.
I disagree.
I like it when you manage to get 2 support items in the row instead of weapons.
Aside of weapons which are mostly just weapons, this support items are oftenly game changing. Like getting shield items at the beginning will make me aim for "tank" builds and choose appropriate hulls and propulsion.

You'll get weapon anyway, and even if somehow not, then you can still use the gun from the starting mech - it's a pretty decent thing and nobody forbids you from using it on different mechs at the same time.
Just count it as a free first roll where devs are kind enough to not make us start with just a 1 range, 4 damage gun :lunar2019crylaughingpig:

I'm also like and agree with what description says:
Rogue-like campaign: Death means game over. Try again with an entirely new run, with new random parts and encounters. You'll have to make do with what you get!

"You'll have to make do with what you get!"
this :steamthis:



Originally posted by Szeron:
-Let that energy overflow at the end of a stage convert to extra research as a reward for 'doing a good job'.
Very bad idea.
It will make people want to unnecessarily prolong fights to grab more energy.
This will be bad for the game, I'm absolutely sure.



Originally posted by Szeron:
=Random Weather=
-Fog that obstructs vision
-Snowstorms that reduce movement
-Energy Storms that target random tiles for energy strikes
-Void Surges that hasten the death-wall
While it sounds interesting for diversity of the game, in reality it will be just annoying.
Basically, average player doesn't pay much attention to this things when they are happening with enemies, but when they are happening to player himself, this become noticable.
People will probably only feel that this system only getting in their way and brings negative for playthrough.

And some issues I see with this suggestions for some builds for example:
Originally posted by Szeron:
-Energy Storms that target random tiles for energy strikes
What about build centered around berserker hull and lowered HP to triggering damage bonuses. High risk high damage one.
Getting such mechs being destroyed by random energy strikes will be way too unpleasant.

And if even this will have beforehand warning for the tiles to let player avoiding it, I see a problem with another build too. The one with propulsion that increase attack range on 2 (after upgrade) but having a "stationary turret"-like restrictions - you can either move or attack in one turn. Imagine just moving this mech into position while losing ability to attack for this turn and then getting a notice about incoming "energy strike" right in it's position and needing to move it again with loosing another attack turn.


Originally posted by Szeron:
-Void Surges that hasten the death-wall
Such a thing can be potentially fatal for some builds.
LIke with just now mentioned by me build with this hard to move turret-like propulsion. It's currently the main item for long range attacks builds. But even with current fixed speed of the death-wall I sometimes feel pressure from it for the builds based on this propulsion.
It most likely will make playing with it much harder and less pleasant.
I also see some people complaining about death-wall even with how it is now, so I'm sure that many people won't be happy with such random element as speeding it up.

But it's not like I'm against this things at all. It's probably will be an interesting thing for bigger, wider areas if Devs will add them.
It's just as the current areas already a bit cramped and adding this things on top of it mostly will be bad in my opinion.

But maybe a little bit can be fine too. Sometimes adding few fixed hazardous tiles must be fine. Something like tiles with lava which damages mechs and monsters who're staying on it after the end of each turn. It will add more strategically usage for stun guns and tank builds with shields.



Originally posted by Szeron:
=Alternate/Branching Biomes=
-DLC/post-release expansion potential with biome-specific gear and encounters.
Different biomes with some special elements are always good, but what about biome-specific gear? Let me guess, previously obtained normal gear became inferior and you need to collect biome-specific gear to be effective? And what, if random will give you items for the wrong biome or nothing for this one, then you'll have to use what you have and find yourself very underpowered?



Originally posted by Szeron:
-Deserts that punish energy/heat weapons
Again, having new biomes is good, but punishing certain builds sounds annoying and unpleasant.


Originally posted by Szeron:
...and reflective terrain that can bounce projectiles.
Sound like Devs will have to do to much work for this mechanic which will have questionable benefit for the game and probably won't bring much into it.
You could have done a bit more detailed description of how you see it work. I thought about some variants but they all have huge drawbacks.


Not like I have anything against you personally, but I'm just very interested in the game and don't want to have balancing and stuff being done considering feedback from only one side.
And this all was just my opinion. This may turn to be not so good for the full game too.
Last edited by ANZ; Jul 12, 2021 @ 1:08pm
< >
Showing 1-2 of 2 comments
Per page: 1530 50