Thread #2336428
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Why has no one tried to recapture the magic of Metal Fatigue? Yes, I know there are other games where you can partially design your own units (Warzone, KKND, or for turn-based games SMAC).
But Metal Fatigue just hits different. Sure, it was mostly because of the animations and sound, but imagine the potential in having Combot on Combot action with proper physics for the limb cutting. Besides that, of course the vehicle combat (=all combat underground) sucked of course.
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>>2336428
Because it's a gimmick you can largely ignore. These "design your own units" games always end up providing you with pre-designed optimized versions so you barely have to interact with the system at all. And when you do, there honestly aren't all that many options and possibilities to play with.
A Titanfall RTS would slap and I'd play the shit out of it, but you don't have to include the "design your own titan" gimmick at all. At most give an option to swap the gun/melee weapon between titans, but leave the chassis designs as they are
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>>2336481
>Because it's a gimmick you can largely ignore
In Metal Fatigue, it is a massive boost to cut off your opponents limbs and use them as your own, especially with research. Neuropa and Milagro have high resistances against each other but weapon damage that they have low resistance against, so if one gets the others weapons they can get around it.
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>>2336481
This >>2339713
You can't just have a few predesigned "perfect" bots in MF because a large part of optimizing your builds depends on stealing shit from your opponents, which of course your opponent will try to prevent. And that's not even counting things like the alien Hedoth parts which may or may not be present on the map and if they are tend to become a focus point of the fight because you'll want to make sure your opponent doesn't get them before you.
There are also more general tradeoffs and rock-paper-scissors scenarios to consider. Like flying parts are very powerful because of the mobility they offer (especially with the game's multilayered maps) but they're also some of the most fragile parts in the game so if the enemy can counter them with surface to air weapons you can get fucked. So adapting your builds to what's going on is a big deal and you can't just make one build to rule them all.
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>>2336481
>games always end up providing you with pre-designed optimized versions
Warzone 2100 doesn't.
Althought in its case, the best design is pretty much always "whatever the fuck you most recently unlocked is 10x better than the previous same-category component".
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>>2344335
Only with the special abilities though and even then it's like 3-4 predictable uses at a time. I only ever use Clean + nothing, Clean + antiworm or Nonlethal/Police temporarily and AAA for defense. The AI doesn't use them nearly as much.
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>>2337341
>Isn't Impossible Creature just letting you design units before the game and then locking you to play with your deck? Doesn't have the same on the fly dynamics.
You can do so in campaign during a mission, but if you replace any existing unit with a new one, your old units that you replaced will auto-die in an instant. Not to mention that you will loose any upgrades you had for your old units in coal and energy. So better not upgrade units you want to replace with new ones.
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If you look at Metal Fatigue as a whole package, it's massive untapped potential for a "spiritual successor".
>combot parts with rag doll physics
>extra anime-fy the bots (or just go straight up mecha if it's not copyright infringement on Japanese)
>add your carbon copy of Asker and Ray for waifubait, with either real anime drawn by Japanese or "anime" drawn by gaijin pigs, VN style story mode between mission (the biggest attractor and money maker as long as you make your waifubait girls also fap bait)
If I was a big nosed producer, I'd be putting my money into a project like this.
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>>2347292
Sounds like KKND2?
https://melbournehouse.kknd2.com/survivors/constructible_units.html
https://melbournehouse.kknd2.com/evolved/constructible_units.html
https://melbournehouse.kknd2.com/series9/constructible_units.html
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>>2340037
a huge part of the game revolves around removing the black from the soil
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>>2347157
I will wait for a spiritual successor for MF...but I will still wait for a sequel.
>Rim-Tech, Mil-Agro and Neuropa slave away under the Hedoth.
>Hedoth Masters think they actually have them under control.
>Turns out the Corponations were very secretly reverse-engineering Hedoth tech (even Neuropa had it enough and the old council was, through some "strange occurrence", wiped out)
>Corponations wait for the perfect moment and then stage their uprising
>New Hedoth-empowered combots are powerful enough to actually reliably fight Black Combots (they are still not that powerful, but the use of guerilla warfare gives the three factions the edge over their overlords)
>Hedoth are at first baffled and then outright shocked over all of this
>The corponations manage to beat their overlords, win their freedom and claim a good chunk of the worlds they conquered for the aliens...and then go back to beating the tard out of each other
>FREAKING. JONUS. REDEMPTION ARC. That is all I want.
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>>2336428
Picrel is really good, but i think it needs more challenge and fairness. Either you're the top dog in the field or you're the country that gets steamrolled.
Still very fun, early game is building dozens of cheap boarding units to hijack bigger and better ships and latw game is vaporizing whole cities with one mega doomship
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>>2336428
Robo Rumble had that where you can add rocket launchers to jumping legs for example, though I have more hate than love for that game
despite the weakass everything I love Metal Fatigue though
>tell workers to patrol
>they retrieve parts and repair everything on the way
>click staff roll credits
>it's a playable map
>pizza cutters