Of course its going to be hard to plan out a game considering we haven't seen a real fight with Antagonists yet... We really need the story to update to a real fight.
 
For that matter, have we even gotten a good description of what they even look like? we hear about the different types and all, and how dangerous the various things are, but have we heard anything about what the basic non-type units can do (or what they even are), or a visual description beyond "vaguely organic looking alien machinery"?
 
Alright see you guys in a couple decades.
Hasn't it already been a couple decades? You can't see it, but my beard was not this long during the last update.

For that matter, have we even gotten a good description of what they even look like? we hear about the different types and all, and how dangerous the various things are, but have we heard anything about what the basic non-type units can do (or what they even are), or a visual description beyond "vaguely organic looking alien machinery"?
I think Avalanche posted pictures of what an Antagonist looked like somewhere. Or at least where he got inspiration for them from. I don't remember, it's been 20 years, cut me some slack.
 
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For that matter, have we even gotten a good description of what they even look like? we hear about the different types and all, and how dangerous the various things are, but have we heard anything about what the basic non-type units can do (or what they even are), or a visual description beyond "vaguely organic looking alien machinery"?
I think I remember some of them got vague descriptions in the chapter where the teachers went over the different types, you could try there. I also don't think there are basic non-type units. The basic units are, I believe, just one of the weaker types. But it's been forever, so maybe I'm wrong.

If you can't find anything in the quest, you could also try browsing Knight Run, since apparently it was the inspiration for this.
 
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Preferrably with links.
I may or may not just be fishing for awesome video game music to listen to.
Not video game, but Sabaton has Resist and Bite as well as The Lost Battalion that would work fairly good for Anna's Canada Campaign.

I think I remember some of them got vague descriptions in the chapter where the teachers went over the different types, you could try there. I also don't think there are basic non-type units. The basic units are, I believe, just one of the weaker types. But it's been forever, so maybe I'm wrong.
Infantry are spider bots, as you go up the tiers of combat units they get more organic (as they're components shrink down to nanomachins), and Types are special because they use Higgs while the others don't.
 
Okay, so now that we're discussing a Project Valkyrie Core video game, what kind of battle music would it have?

Preferrably with links.
I may or may not just be fishing for awesome video game music to listen to.

I do much of my thinking about Gaiden to OSTs from RWBY -- a few of them are beautifully relevant, probably because RWBY is also a very "loss of innocence / emerging unstoppable enemy" themed kind of thing when it wants to be. Die, Time To Say Goodbye, sometimes Red Like Roses II. I've got a mental montage set to Time To Say Goodbye, stuff like babayAnna poking her head out of a barn and seeing her father take an AG bullet before going full valk all over. Later, 16yo Anna rising above an army... Anna growing into Durga one part at a time in a sequence -- as if the armor is swallowing her up, feet then legs then stomach then gauntlets + chest, shoulders and finally helmet, and each scene has her fighting AGs. I had a whole thing planned out at one point, almost considered PMing it to the artists because frankly we could really set something to that OST and it would make sense... mostly. Couple parts would be weird.
 
Okay, so now that we're discussing a Project Valkyrie Core video game, what kind of battle music would it have?

Preferrably with links.
I may or may not just be fishing for awesome video game music to listen to.

I like this as a theme for the Sekhmet fight. Just the right mix of oppressive and energetic for a hypersonic duel with one of the deadliest foes humanity has ever faced.
 
Type Zero fights have no music. Just eerie silence. Even the normal battle music for this series is going to have to be energetic and driving; Valks have fighting styles that simply don't admit anything else. Hyping it up for a boss fight would just oversaturate people's ears. So you instead go the opposite direction. In fact, fade the music out as the Type Zero approaches, before its existence is formally revealed to the player, for that little bit of extra nauseous unease.
 
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But Sekhmet isn't anywhere near one of the deadliest foes humanity has ever faced. it was only a type C.
As LostDeviljho said, it's still a Type Zero, and a Class C is still strong enough that Anna is literally the only person on the planet who can even hope to defeat one without a 300 frame or lots of backup.

EDIT: And even that is only because of the Wave Force.
 
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Type Zero fights have no music. Just eerie silence. Even the normal battle music for this series is going to have to be energetic and driving; Valks have fighting styles that simply don't admit anything else. Hyping it up for a boss fight would just oversaturate people's ears. So you instead go the opposite direction. In fact, fade the music out as the Type Zero approaches, before its existence is formally revealed to the player, for that little bit of extra nauseous unease.

What you need for atmospheric Type Zero fights is the right radio chatter. Well, I say chatter, but people panicking and getting suddenly ganked is more suitable to the atmosphere you want.
 
Type Zero fights have no music. Just eerie silence. Even the normal battle music for this series is going to have to be energetic and driving; Valks have fighting styles that simply don't admit anything else. Hyping it up for a boss fight would just oversaturate people's ears. So you instead go the opposite direction. In fact, fade the music out as the Type Zero approaches, before its existence is formally revealed to the player, for that little bit of extra nauseous unease.

What you need for atmospheric Type Zero fights is the right radio chatter. Well, I say chatter, but people panicking and getting suddenly ganked is more suitable to the atmosphere you want.
This works, of course the last fight with type 0's will need a truly moving piece of music.
 
This works, of course the last fight with type 0's will need a truly moving piece of music.
Yes. If you're actually building the game around a plot, the the very last Type Zero fight will be the one that the player fights to put the capstone on humanity's salvation. There are different shades of this - heroic sacrifice, "cancelling the apocalypse", etc - but the key feature will be that the player has the emotional initiative and is expecting it and prepared for it. So you use different music. Classically you'd use a huge chanting number-

aaaaand ninja'd by Megalith. :V

edit: agree with radio chatter. Radio chatter would probably be important to the story overall, so absolutely use it to emphasize the oh-shit of a Type Zero showing up and the response to it. Remember the training mission with the radio calls for the Emergency Fast Response and Type Zero Subjugation squadrons showing up? Yeah, epic and necessary.
 
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I'm wondering how the upgrade system would work, perhaps some sort of individual experience bar for each weapon and as it fills up you can distribute those points between certain categories (Damage, Accuracy, Efficiency, Etc.)? Or maybe as each weapon levels up, you unlock modifiers you can place on the weapons that alter how it works and how it upgrades, so as you use a chaingun more, you can unlock something like 'Heated delivery' that gives off fire damage, but as you use the weapon more with that upgrade, the unlock will eventually become permanently attached to the weapon, making it now a flaming chaingun with no chance to go back, but giving you, say, three more unlocks, one makes the fire damage increase, another causes an AOE of flame damage when firing, and another causes the total damage to ramp up the longer you fire.
 
It seems pretty easy to game-ify from just from the base components.

- Synchronization percentage would basically be your character level, or well, you could have tiers based on synch percent.
- That would cap complexity, which would increase as you level up.
- Each component would take up a set number of complexity.
- You could derive impeller from this easily too.
- You'd probably ignore time to integrate, rather, if you ran missions back to back you wouldn't be allowed to change between, but otherwise could just swap between missions.
- Once you install a component you can tell your frame to upgrade it, possibly tied to some kind of experience system with using each component. I would say you should have two things you can upgrade: quality, which can tier up to a better component, and a small specialization tree, which locks you out of the other branches.
- That means the amount of gear in the game would have to be fairly limited, more along the lines of a bunch of unique items and maybe three basic (but upgradable) sets. Hm, probably 5 to 7 tiers, with unique components starting at a minimum tier, and tier would also determine typical complexity?
- Personally I recommend instead of experience gained per component or per use (which would require balancing and different systems between component types), just have each component gain the same amount of experience as every other component equipped, which allows a smoother progression. Maybe some system to redistribute if you want to specialize.

Overall, there's some differentiation between upgrading your existing (the Anna route, requires lots of fighting to get exp) and looting/requisitioning/unlocking new shinies (more exploratory, wastes exp but gets more powerful faster... at least at the start).
 
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I'm wondering how the upgrade system would work, perhaps some sort of individual experience bar for each weapon and as it fills up you can distribute those points between certain categories (Damage, Accuracy, Efficiency, Etc.)? Or maybe as each weapon levels up, you unlock modifiers you can place on the weapons that alter how it works and how it upgrades, so as you use a chaingun more, you can unlock something like 'Heated delivery' that gives off fire damage, but as you use the weapon more with that upgrade, the unlock will eventually become permanently attached to the weapon, making it now a flaming chaingun with no chance to go back, but giving you, say, three more unlocks, one makes the fire damage increase, another causes an AOE of flame damage when firing, and another causes the total damage to ramp up the longer you fire.
Some kind of experience system for the weapons, definitely. There would also need to be a system for combining weapons on the fly as Anna and Shuri do. Done right, you could get an immense variety of weapon options from just a few base templates
 
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