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Chromehounds 2: The Wish List.

Proelite

Member
I never got the first game when it came out, since I didn't have a 360 back when it was released. I did follow the game since I was very interested. Unfortunately, when I got my system, the game is pretty much dead online.

I am definitely definitely looking foward to the evitable sequel, which should be announced sometimes this year. I would like the inclusion of naked matches of some sort and promotion gaining that result in unlocking of new abilities, upgrades or weapon.
 
Wait they're announcing a sequel? I thought Sega wasn't interested in taking the series any farther?
 
-Better lobby system and clan options
-faster and more consistent matchmaking in War matches.
-More players in matches
-Relevant single player. It was obviously made as training for MP, but I wouldn't mind a somewhat solid SP experience in the next one.
-Agree on perks or abilities that come with rank promotions--also Hound levels for your specific builds would be cool too. Like the more you play and win matches with a certain build; the actual mech could get increased abilities like speed, armor, rate of fire, etc.

That's all I can think of right now.

Oh, since there are different Hound classes(soldier, heavy, sniper) a support class would be cool. Kind of like the medic/engineer class that could do quick on site repairs to damaged hounds.
 
The likelihood of a chromehounds sequel is pretty low but I'd love to see it. For me I'd love to see them remove the matches against bots in the online war, it was so hard to find good matches online back in the day because everyone was farming AI opponents.

You can have bots for the skirmishes and shit, but the actual online war should only be pvp.
 
I thought Chromehounds sold around 500,000 copies, why isn't Sega interested? A sequel with proper marketing can do easily a million.
 
Holy crap this thread has been incubating in my brain for months. You've caught me off guard... I'll see what I can remember off the top of my head.

- All parts available from the start.
- The Warhawk strategy. Multiplayer only, distributed online and at retail, cheaper than full price.
- If FromSoft does feel compelled to put in a single-player campaign, either make it worthwhile (not likely), or at least include some online co-op.
- Don't force players to join a Squad before they can contribute to the online war. Let them just swear allegience to a nation and fight as a mercenary if they want. Squads should still be important (trading of parts and money, etc.), and serious players should still form Squads, but arranging "meet-ups" just so you can get in on some persistent online war action got to be a pain in the first game, especially between all the random disconnects.
- General interface and network code improvements. Don't boot players back to the main Xbox Live screen if they fail to join a match, for example.
- The COMBAS mechanic was a neat idea, if only because it gave players other objectives to worry about when there were no enemies in sight. But that objective shouldn't revolve around the vital ability to communicate with your squadmates. Replace the COMBAS towers with something like ammo and health dispensers, or something that actually benefits your squad that doesn't involve headset communication.
- Alert all squadmates if their base is under attack.

I like the other suggestions so far, especially the rewards for ranks and promotions.
 
Mo the Hawk said:
- The COMBAS mechanic was a neat idea, if only because it gave players other objectives to worry about when there were no enemies in sight. But that objective shouldn't revolve around the vital ability to communicate with your squadmates. Replace the COMBAS towers with something like ammo and health dispensers, or something that actually benefits your squad that doesn't involve headset communication.
- Alert all squadmates if their base is under attack.

I like the other suggestions so far, especially the rewards for ranks and promotions.

Both of these are excellent, especially the combas idea. I think if you have a commander, you should automatically have squad uplink with unlimited range while the commander still keeps the radar ability. But if he gets taken out, you would have to fall back on COMBAS towers for communication ability. But the idea of scattered "depot" COMBAS' would be awesome.

Also, the ability to sabotage or destroy COMBAS towers for strategic reasons would be cool too.
 
shuri said:
didnt chromehound reach a million?

It was 380,000 with Europe and America combined. With Japan and the rest of the world, probably around 500,000. Which is not bad if you ask me.
 
I don't care, just give Chromehounds 2 dammit!
I'll buy 7 copies, you hear me Sega?

Anyway, priority one - better net code.
Some other stuff -
* Make battles more meaningful in the outcome of the war.
* More game modes (don't need to go overboard here, just maybe one where you don't have to destroy the base).
* Make time of battle governed by game time and not map, force people to have some nighttime missions.
* Think about weapon balance in advance and learn from the first game's mistakes - all the stuff that were abused were homing, splash of huge cone fire i.e. little skill weapons. you can have them in the game if you must, just make them crappy.

Mo the Hawk said:
- Don't force players to join a Squad before they can contribute to the online war. Let them just swear allegience to a nation and fight as a mercenary if they want. Squads should still be important (trading of parts and money, etc.), and serious players should still form Squads, but arranging "meet-ups" just so you can get in on some persistent online war action got to be a pain in the first game, especially between all the random disconnects.
In theory you're right, in practice, if you don't force people to squad up they just won't do it.

Mo the Hawk said:
- The COMBAS mechanic was a neat idea, if only because it gave players other objectives to worry about when there were no enemies in sight. But that objective shouldn't revolve around the vital ability to communicate with your squadmates. Replace the COMBAS towers with something like ammo and health dispensers, or something that actually benefits your squad that doesn't involve headset communication.
I disagree, I love that mechanic, I think it's brilliant.

purg3 said:
-More players in matches
I don't think it's needed, 6 vs 6 battle where gigantic epic affairs as it is.
 
Chichikov said:
I don't care, just give Chromehounds 2 dammit!
Think about weapon balance in advance and learn from the first game's mistakes - all the stuff that were abused were homing, splash of huge cone fire i.e. little skill weapons. you can have them in the game if you must, just make them crappy.
How about weapons that are powerful or cheap, but there is a cooldown period, say 20 seconds, where you can't use it? What about cooldown weapons, that's not damage type in nature, such as an emp gun, a gun that can blind drivers, a gun that can slow, an attachment that repairs allies etc.
 
Proelite said:
It was 380,000 with Europe and America combined. With Japan and the rest of the world, probably around 500,000. Which is not bad if you ask me.

Not sure if 'The Rest of the World' accounts for more then 20% of all sales...

Regardless, great thread, need sequel. Partysystem, clansystem, more levels, larger levels, many special, unique and locked items to strive for. More battlefield 'loot' kind of things and rewards for achieving well. Plus, maybe more then three factions, each more diverse in theme and goal. More players! Maybe a flying vehicle chassis and repair class.

Also, the COMBAS gameplay mechanic with Commanders as a central strategic point, made Chromehounds. It's not Chromehounds (or very good) without that whole mechanic.
 
EverSoTrendy said:
Seriously the lied to me at E3. I was thinking like fifty player mech battles, with mechs that are actually fun to pilot.
I have no clue what they've promised you or what you were expecting, but they delivered the best online console game ever, so there, also, gtfo.

Proelite said:
How about weapons that are powerful or cheap, but there is a cooldown period, say 20 seconds, where you can't use it? What about cooldown weapons, that's not damage type in nature, such as an emp gun, a gun that can blind drivers, a gun that can slow, an attachment that repairs allies etc.
It's easier to not put cheap weapons in the game to begin with, think back of all the online shooters you've ever played, people always abuse the homing, splash and huge cone weapons, always.
 
Kobold said:
Not sure if 'The Rest of the World' accounts for more then 20% of all sales...

Regardless, great thread, need sequel. Partysystem, clansystem, more levels, larger levels, many special, unique and locked items to strive for. More battlefield 'loot' kind of things and rewards for achieving well. Plus, maybe more then three factions, each more diverse in theme and goal. More players! Maybe a flying vehicle chassis and repair class.

Also, the COMBAS gameplay mechanic with Commanders as a central strategic point, made Chromehounds. It's not Chromehounds (or very good) without that whole mechanic.

Well the sells data was from last year, so it should be around 500,00 by now.
 
Kobold said:
Maybe a flying vehicle chassis and repair class.

I'm not so sure about a flying chasis. I think that would throw the entire balance of the game off due to the slow speed of ground units. It would have to be slow and have like 0 armor with maybe 1-2 weapons max. It would be cool as a recon unit in some situations though.

Glad you agree with the repair class, I think it would be awesome. It would be a tough choice for squads, lose an offensive class or possibly turn the tide of battle if used properly. It obviously would have to have minimal offensive power though.
 
Chichikov said:
I have no clue what they've promised you or what you were expected, but they delivered the best online console game ever, so there, also, gtfo.


It's easier to not put cheap weapons in the game to begin with, think back of all the online shooters you've ever played, people always abuse the homing, splash and huge cone weapons, always.

Well, they were abused because you can use it for like a huge duration. The addition of a cooldown should make the weapon interesting and fun to use, but not overpowering. Treat it like an ultimate spell in a fantasy game.
 
I loved chromehounds online. I spent so many hours building and rebuilding my mechs. Made me feel like a kid with Legos again. Some good times online.
 
Wow, "best online console game ever"? That's a little far fetched. I'd say the online was ridiculously obscure and a lot of the fat could be trimmed (AI Battles and unbalanced mech configurations that everyone used)
 
All I would ask for is a single player mode better then what they had before, the ability to play against bots in single player skirmish (and have A.I. teammates as well)

And get rid of those god awful news announcements that they made you sit through online once you logged in. I don't give a rats ass if PoTsmoka420BanginYoMomZ made a million dollar donation to the war effort.

Better net code as well. They actually would not have to add a whole lot online as that experience still easily ranks among the best on Xbox Live....
 
My online stats do not lie: 287 hours spent in Chromehounds.

It's become somewhat of a running joke here at Turn 10 amongst my coworkers re: my Chromehounds obsession.

Anyway, love this game to death.

Not going to sit here suggesting improvements or features. I have a feeling FROM Software killed this game.
 
Proelite said:
Well, they were abused because you can use it for like a huge duration. The addition of a cooldown should make the weapon interesting and fun to use, but not overpowering. Treat it like an ultimate spell in a fantasy game.

That would be smart. Make it so that if you miss, you're fucked. :lol There should be a risk/reward using the more powerful weapons.

chespace said:
Not going to sit here suggesting improvements or features. I have a feeling FROM Software killed this game.

You guys should just scrap the next Forza, and make a CH clone. :lol

Wait, no. I love Forza. Noooooooooooo. :(
 
EverSoTrendy said:


Seriously the lied to me at E3. I was thinking like fifty player mech battles, with mechs that are actually fun to pilot.



Well good thing we didn't get what you expected, huh? Yuck.

At this point, I'd be happy just knowing they are going to MAKE another one.
 
Proelite said:
How about weapons that are powerful or cheap, but there is a cooldown period, say 20 seconds, where you can't use it?

What's the difference between a "cooldown period" and the reload times from the first game? Remember having to wait a good 6-7 seconds before you could volley off another round from a cannon?

chespace said:
Not going to sit here suggesting improvements or features. I have a feeling FROM Software killed this game.

sad face
 
Mo the Hawk said:
What's the difference between a "cooldown period" and the reload times from the first game? Remember having to wait a good 6-7 seconds before you could volley off another round from a cannon?
Then obviously 6-7 seconds is not enough. -_-
 
HereÂ’re some off the top of my head but IÂ’d need to think about it.

- More intricate environments. The previous environments were empty and sterile.

- Deeper selection of parts. The previous selection of parts was wide but shallow with most parts being slight variations of other parts.

- Better story for the single-player campaign. The story in the previous game was bone dry.

- Significantly higher average vechicle speed. The average speed of vehicles in the previous game was too plodding.

- Ariel vehicles.

- Recovery vehicles with the ability to tow, repair, and mod vehicles in the field.

- Bases.

- Volumetric fog for witchy night fights and melancholy day fights.
 
An online war that can't be won in a day.
Multiplayer awards/rankings that can't be boosted.

Faster mech movement.
More parts.

Better netcode.
Dedicated servers(you can run a 360 in dedicated server mode for R6:Vegas, this needs to be a feature that shows up in other games).

Auction house.
A working economy.

Proving grounds, a sandbox where you can have the AI run skirmishes with your various mech designs so you can see how they perform when handled by the computer.

Deformable terrain(I'm dreaming, I know).

...and lastly, DEATH FROM ABOVE. :D
 
purg3 said:
You guys should just scrap the next Forza, and make a CH clone. :lol

Wait, no. I love Forza. Noooooooooooo. :(

Oh man a Turn10 mech game with the same slavish attention to Mechs as they have to cars? Man that would fucking own.

Screw Forza 3, get making some mechs baby.
 
purg3 said:
I'm not so sure about a flying chasis. I think that would throw the entire balance of the game off due to the slow speed of ground units. It would have to be slow and have like 0 armor with maybe 1-2 weapons max. It would be cool as a recon unit in some situations though.

Glad you agree with the repair class, I think it would be awesome. It would be a tough choice for squads, lose an offensive class or possibly turn the tide of battle if used properly. It obviously would have to have minimal offensive power though.

Flying just to substitute the horrible floating aircushion-chassis though in the class of scout though, like you said. :)

Repair class robots should be tiny robotsuits with specialized repairtools, like the MechAssault 2 suits, that can stick onto a teammate to repair them or hijack and sabotage enemies by covert operations, latching on and damaging/hacking into systems or functions.

Imagine a repair class robot that can actually latch onto an enemy and tap their communications. The tactical applications of such a class of tiny repair/hack suits are insane!

They were the only good thing about MechAssault 2, should bring them to Chromehounds I think!
 
shuri said:
Better netcode? the netcode was fine... o_O
Yea, but actually getting into a game was hell sometimes due to crap matchmaking systems and stupid server quirks. So the whole menu, lobby, matchmakingsystem frontend needs a total redesign with some slick and clever shotcuts to an actual game and community aspect.

I'm afraid these Japanse developers just don't care that much about usability in general. I think comprehensive and efficient menu's will become more and more important to touch base with larger audiences (that don't want to spend most of their time in menu's or frustrating selections and rudimentary messages) for these kinds of complicated games in the future.
 
Hmmm - it's weird - surely Chromehounds outsold -any- of the recent AC games?
:/

Anyways, i'd like to see :

+ ability to board the smaller mechs after your main mech has been destroyed (if you can get to the guard mechs, you should be able to take control)
+ support bases/units - would be nice to have a reloading set up in the game
+ non-straight battle missions - something to mix things up a bit

and yeah, a chance for it to exist :)
 
Kobold said:
Yea, but actually getting into a game was hell sometimes due to crap matchmaking systems and stupid server quirks. So the whole menu, lobby, matchmakingsystem frontend needs a total redesign with some slick and clever shotcuts to an actual game and community aspect.

I'm afraid these Japanse developers just don't care that much about usability in general. I think comprehensive and efficient menu's will become more and more important to touch base with larger audiences (that don't want to spend most of their time in menu's or frustrating selections and rudimentary messages) for these kinds of complicated games in the future.

I really wanted to like this game but the problems i'd have trying to find a game online meant i barely played it.

pre built mechs would be nice as well. you could use them as a template for building your own mechs.
 
pre built mechs would be nice as well. you could use them as a template for building your own mechs.

you can buy basic blue prints that achieves exactly this by the way.
 
How about better field graphics. The mech parts were nicely detailed, but I expect so much more from this gen's HD systems now. Also focus mainly on MP i'd say. They had a good thing going with the whole war territory aspect, just needed to be abit more fleshed out.
 
I really hope From Software makes another Chrome Hounds, it has to be one of my top 5 games of this gen, took lots of strategy and skill and was just awesome.

Also a Facebook page of your Clan, member, hounds and Stats would be very welcome in CH2.
 
I was an observer and lover from afar, having only played a tiny bit of the offline portion via a friend's 360...but I'd love it to be multiplatform if a sequel ever comes.

Also, much like the upcoming Apache: Air Assault or any traditional armour sim, it'd be interesting to have dual-cab hounds; two-position cockpits...ala, pilot and gunner etc. Of course it'd make it even harder to assemble a fluid multiplayer scenario, but I'm a sucker for anything technical like that. Lots of systems to monitor, lots of communication between co-pilots, wingmen etc.

Look, I'd be happy just to play something *like* it, but its slim pickings for technical, team-based mech games of that ilk. Really niche!
 
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