Creative Robot

HMS-Defendant

Rail Hover added 2 years ago

Blargh! "Ooh... You shouldn't it people in the solar plexus..." - Spacecam 2016

So ships :D

--This won a BA 'Deal With It' c:

Just a battle ship not really modeled after any in particular, works surprisingly well.

Has all the cannons :D

Enjoy c:

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Robot Statistics
Views
624
Comments
26
Ratings
19
Practical Rating
9.4
Creative Rating
10.0
Last Updated
Never
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Robot Ratings

Function rating by UnknowBuilder9.5
Creative rating by UnknowBuilder10.0
Function rating by pokemon22210.0
Creative rating by pokemon22210.0
Function rating by wangnathan8.5
Creative rating by wangnathan10.0
Creative rating by Soundwave_Wizard10.0
Function rating by Spacecam10.0
Creative rating by Spacecam10.0
Creative rating by R0CK_10.0
Creative rating by Comm98610.0
Creative rating by joefoe357910.0
Creative rating by Zalera10.0
Function rating by piippiz7.0
Creative rating by piippiz10.0
Function rating by GioTheDestroyer8.5
Creative rating by GioTheDestroyer10.0
Function rating by TheSeeManX10.0
Creative rating by TheSeeManX10.0
Comments and Ratings
TheSeeManX
2 years ago
i really like ship builds, i'm a big fan of battleships

Ratings 10.0 practical and 10.0 creative0
Herperlerpicus
2 years ago
Well you are a See Man :P
TheSeeManX
2 years ago
that pain when you place an e for an a.

Ratings 10.0 practical and 10.0 creative0
GioTheDestroyer
2 years ago
please post it on the CRF
I so want it
Also, can you post the Veritas 2.0 on the shop?

Ratings 8.5 practical and 10.0 creative0
piippiz
2 years ago
This will be legit after the smart weapons update xD

Ratings 7.0 practical and 10.0 creative0
Herperlerpicus
2 years ago
o: I didn't think about that xD
Zalera
2 years ago
Come on :')

Ratings 10.0 creative0
Herperlerpicus
2 years ago
mhmmmmm :P
joefoe3579
2 years ago
Ships! :D

Ratings 10.0 creative0
Herperlerpicus
2 years ago
all the ships :3
Comm986
2 years ago
crap just let me go post now

Ratings 10.0 creative0
Herperlerpicus
2 years ago
haha sry >.>
R0CK_
2 years ago
gr8 build m8

Ratings 10.0 creative0
Herperlerpicus
2 years ago
ty c:
Spacecam
2 years ago
AUSTRALIA REPRESENT :P

Ratings 10.0 practical and 10.0 creative0
Herperlerpicus
2 years ago
yus :3
Soundwave_Wizard
2 years ago
Deal with it! :3

Ratings 10.0 creative0
Herperlerpicus
2 years ago
:3
pokemon222
2 years ago
Looks good but imagine on water heres info below! :)

Ratings 10.0 practical and 10.0 creative0
wangnathan
2 years ago
The small plasma placement looks really cool ^^
But the question is.... Does it fly? ;)

Ratings 8.5 practical and 10.0 creative2
Spacecam
2 years ago
Put on some wings and guaranteed flight

Ratings 10.0 practical and 10.0 creative0
Herperlerpicus
2 years ago
No no it does not fly xD
pokemon222
2 years ago
-NAVAL BATTLES FOR ROBOCRAFT-

>>> This topic exists so people can give their support to an idea that has been suggested countless times, but either it was too vague or it did not simply raise the community’s interest. The aim behind this gigantic wall of text is to bring to this game that we love some new lovely mechanics that will make it more interesting, complex, and that will extend the endgame quite a lot. Before you start reading this, if you are new to this post, not all the ideas behind it are my own: this thread has been created with the support of all of you, guys. Thank you so much for offering your support to such a complex idea! This thread features ideas from lots of you, among whom are: championkg, __Thiextar__, LancePeter, HxSzaal, Uplownload, briank, t050189, Randominput, matt01burn101, alven4, Crystal_ignition and myself. I’m probably missing a few names here, but I really appreciate any kind of positive feedback, and negative as well, because it helps me improve the thread to make it community-friendly (so everyone likes it). One of the developers, @Drognin, has kindly answered to the thread and said that it is possible, in the far future, when there is a full release of this game that we love. It is then my duty to keep it alive with polishing and more information so when the day comes, if there is enough support from the community, FJ can tackle this project with an accurate description on how we want it to be.

The thread’s structure will be divided in several sections, as there is now 2 main game modes and several models in which we can apply the concepts mentioned here (and there are new game modes coming soon which will profit from this idea as well!). At the end of this thread, I will provide with links to similar threads, and to threads which ideas could be implemented in this type of battle. Please note that I do not intend this to be a completely brand-new gamemode, but rather a complement and extra content for the already existing ones.

Please feel free to suggest any idea, even if it’s crazy I might find some use for it, a way to balance it or maybe just mention it in the thread as side-notes. If your feedback is somehow relevant, you will be featured in the topic’s first page. Waterproof versions of movement devices (easy version): Will move at 75% max speed of a regular movement device constantly, both in and out water. Exceptions: No waterproof hoverblades, rotor blades, wings, armored helium, skis or thrusters will exist and legs will move at 90% of their regular speed.

> Waterproof versions of movement devices (hard version):

Pressurized Wheels: 75% constant speed, together with a small CPU requirements increase. Inmune to pressure damage.

Pressurized Tracks: 65% constant speed together with a small CPU requirements increase. Inmune to pressure damage.

Pressurized Legs: 90% constant speed, with a small armor boost and a small but still noticeable CPU requirements increase. Inmune to pressure damage.

Amphibious wheels: 75% constant speed on land and 65% on water, as they will float rather than sink as long as the max mass per wheel is not surpassed. If they sink they will be inmune to pressure damage, but a 50% speed reduction will be applied.

Amphibious Legs: 75% constant speed, will not sink and will slide over the water’s surface as wheels do on ice. Able to jump on water.

-SECTION-6: New cosmetic blocks.
Well, we know that robocraft developers need to make money out of their game, and this new type of battles will for sure take a while and lots of development… and what can be better than cosmetics to get some extra funds to spend on coffee, food and more development? With all my best wishes, here are some cosmetic blocks that could be added and that would make our crafts look more “waterborne”.

1) Bubble trail.
2) Country badges (like the old flags we used to have).
3) Cosmetic anchor.
4) Fishnets.
5) Decorative masts.
6) Stairs.
7) Air ducts.
8) Flagpoles.
9) Antennae.
10) Emblems.
11) Fans.
12) Landing stripes.
13) Fences.
14) Bridge blocks.
15) Bollards.

>HYPERSECTION: GAMEPLAY CONCEPTS

So, yeah, I feel that once we’ve mentioned all the new additions, it’s time to explain how would a battle work if this is ever going to be implemented. Remember, this are just hypothesis, but it will help developers understand what we are after with this thread and will probably accelerate brainstorming phase of the development as most of the ideas will already be typed. If you have any suggestion on how the mechanics on a game would work, remember to post them below!

>SECTION-1: A simple naval battle (Classic mode).

Map requirements: at least ½ covered in SW, there is no DW in the simple version. SW will cover both bases totally or partially to allow capture by all units.
Match making: 40-50% land units, 10-20% air, 30-40% naval with 10 players per team (percentages might change). Naval units will be recognized for having the naval seat on them so they are not put in dry maps.

In this mode, 4 (or 5) land units and 4 (or 3) naval units will spawn in shallow water and 2 (or 1) flyers will spawn on solid land. The aim of this game mode is to capture the enemy base by staying in it a certain ammount of time without being interrupted by enemy fire. There is no respawns, so medics play a crucial role here. Cover will be provided in the shape of walls, mountains or islands (maybe a cave or two) in a way in which there is cover from air, for air, from the coast and for the naval units. Ground units will most likely fight against other ground units and air while naval units fight each other as well as against air. While air will have 3 types of threat, they will be able to attack without any difficulties all 3 types while being able to dodge plasma and the slow naval guns, as well as to drop depth charges on their foes. Naval units, once they clear their objectives in water, they can try to either capture or support the land offensive with their powerful weaponry. Hybrid crafts can act both in land and in water with “no penalties” other than being slower than naval units. The match will end when either all the enemies are destroyed, all the allies are destroyed or one of the bases has been captured.

>SECTION-2: A simple naval battle (MOBA mode).

Map requirements: at least ½ covered in SW, there is no DW in the simple version. One tower is located in land, one under water and one on the coast, accessible for all units. There is an area around the reactor which is flooded to allow naval units to benefit from the fusion shield.

Match making: 40-50% land units, 10-20% air, 30-40% naval with 10 players per team (percentages might change). Naval units will be recognized for having the naval seat on them so they are not put in dry maps.
In this mode, 4 (or 5) land units and 4 (or 3) naval units will spawn in shallow water and 2 (or 1) flyers will spawn on solid land. The aim of this game mode is to destroy the enemy reactor by first capturing all the fusion towers in order to overclock and increase the power of our crafts. As in the classic mode, units will have to take into account their roles but the priority will always be defending the fusion towers and destroying enemies to overclock faster than the enemy does. Air units will be able to attack all the towers, naval units will care about the underwater one and land units will shoot the inland one (however, in a pinch, land units can get in water to try and shoot the underwater tower and naval units can try to shoot the land tower from far away). Once all fusion towers are captured by allies, the fusion shield of the enemy goes down, so all units may approach the reactor for a final offensive maneouver.

>SECTION-3: A simple naval battle (The Pit mode).

In need of more information so I can write this section properly.

>SECTION-4: Naval Hub (The Hub mode).

Map requirements: ½ covered in SW, no DW because we do not need people dying in a “social” gamemode.

The only goal of The Hub is to show your robot to the world, so it would basically spawn units with a naval seat equipped on water and the rest of the units on land and let them move around.

>SECTION-5: A complex but awesome naval battle (Classic mode).
Map requirements: at least ½ covered in SW with DW under it. SW will cover both bases totally or partially to allow capture by all units.
Match making: 40-50% land units, 10-20% air, 30-40% naval with 10 players per team (percentages might change). Naval units will be recognized for having the naval seat on them so they are not put in dry maps.

In this gamemode, players have to either capture the enemy base or destroy all the enemies. Match maker will pick the bots based on if they have the naval seat or not and their movement types. When the match starts, a wise option would be to move next to the coast so as both water and land units from a team can help each other easily (making rail boat VERY viable and bombers a really good supportive unit) while submarines try to enter and backdoor the base or fight the other submarines (even though they might prefer to hunt the floating units who would then be able to counter with depth charges and regular weapons). The good thing for submarines is that they can hide in deep water (at the cost of suffering its huge drag) to escape land units that try to pursuit them, as deep water will damage them as long as they are not adapted to those conditions. However, being slow in that area will mean that they will be easily hit by plasma, depth charges, railguns and torpedoes… so yeah, double edge!

>SECTION-6: A complex but awesome naval battle (MOBA mode).
Map requirements: at least ½ covered in SW with DW under it. One tower is located in land, one under water and one on the coast, accessible for all units. There is an area around the reactor which is flooded to allow naval units to benefit from the fusion shield.
Match making: 40-50% land units, 10-20% air, 30-40% naval with 10 players per team (percentages might change). Naval units will be recognized for having the naval seat on them so they are not put in dry maps.

Basically the same as the simple version, but with the introduction of deep water and its mechanics.

>SECTION-3: A complex but awesome naval battle (The Pit mode).

In need of more information so I can write this section properly.

Ratings 10.0 practical and 10.0 creative1
Herperlerpicus
2 years ago
You've put a lot of effort into that thread 0.o, I would love something like this to be a part of the game at some stage c: but for now hover ships shall do :P
pokemon222
2 years ago
thanks i was going to put it on RC forms but i guess not! :)

Ratings 10.0 practical and 10.0 creative0
UnknowBuilder
2 years ago
0p

Ratings 9.5 practical and 10.0 creative0

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