Rehauling NPC structures in Warzone
Posted: 03 Oct 2009, 15:40
I've been thinking (as I usually do) about which aspects of Warzone could use a lot more attention.
As such I would like to propose a rehaul of map feature buildings and this in three ways:
1.) Realistic representation of structure durability
Put simply I'd like to see high rises and such be able to take a lot more punishment than they currently do. A few machinegun bursts will only bring down the frailest of structures.
2.) More types of buildings
Its been said before that structures are waaaay disproportionate to vehicles and cyborgs so how about having 7 or so types of buildings?
shed/ dumpster/ container = bunker sized structure = 1 x 1 x 0.5
small house/ lodge = hardcrete sized structure = 1 x 1 x 1
Large House/ small 0ffice block = power station sized structure = 2 x 2 x 1.5/ 2.5
office block = 2 x 2 x 3
High rise = 2 x 2 x 9
Larger versions of office block and high rise over a 3 x 3 area
- - -
I'd be happy to try come up with the models for these things - I'm sure that they are simple enough for even me to handle well enough...
- - -
3.) Useful structures
Direlect pillboxes dot the terrain along a great fault, an abandoned precollapse factory cllects dust, An old dockyard rusts quietly in a now dry harbour...
These are all opportunities for players to use the terrain to their advantage.
There would be three classes of structures:
a.) Inhabitable - these structures can be manned by a number of human units - larger buildings take on more humans. When at risk of collapse units scatter in all directions - units caught within a collapsed building take damage depending on the size of the building.
b.) Utility - these may only be garrisoned by an engineer unit (human or cyborg) - the unit is neutralized until the structure is abandoned or damaged sufficiently to cause units within to flee
c.) Military - these may be garrisoned by any human or cyborg and may come in almost any shape and size
- - - - - - -
Examples:
Dockyard = repair point - lesser
Machine shop = repair point - medium
Power Plant = a structure providing 30 minutes worth of 4 estra oil rigs, 30 minutes worth of 2 extra oil rigs and a further one hour's worth of one oil rig before drying up.
Factory = light or medium bodies - precollapse
pillbox/ small cannon bunker = relatively common defensive structures
sensor tower = rare
airfield = access to pre-collapse aircraft chassis
research facility = 3x shortcuts in research (similar to picking up artifacts) + minor increase in research efficiency.
etc.
As such I would like to propose a rehaul of map feature buildings and this in three ways:
1.) Realistic representation of structure durability
Put simply I'd like to see high rises and such be able to take a lot more punishment than they currently do. A few machinegun bursts will only bring down the frailest of structures.
2.) More types of buildings
Its been said before that structures are waaaay disproportionate to vehicles and cyborgs so how about having 7 or so types of buildings?
shed/ dumpster/ container = bunker sized structure = 1 x 1 x 0.5
small house/ lodge = hardcrete sized structure = 1 x 1 x 1
Large House/ small 0ffice block = power station sized structure = 2 x 2 x 1.5/ 2.5
office block = 2 x 2 x 3
High rise = 2 x 2 x 9
Larger versions of office block and high rise over a 3 x 3 area
- - -
I'd be happy to try come up with the models for these things - I'm sure that they are simple enough for even me to handle well enough...
- - -
3.) Useful structures
Direlect pillboxes dot the terrain along a great fault, an abandoned precollapse factory cllects dust, An old dockyard rusts quietly in a now dry harbour...
These are all opportunities for players to use the terrain to their advantage.
There would be three classes of structures:
a.) Inhabitable - these structures can be manned by a number of human units - larger buildings take on more humans. When at risk of collapse units scatter in all directions - units caught within a collapsed building take damage depending on the size of the building.
b.) Utility - these may only be garrisoned by an engineer unit (human or cyborg) - the unit is neutralized until the structure is abandoned or damaged sufficiently to cause units within to flee
c.) Military - these may be garrisoned by any human or cyborg and may come in almost any shape and size
- - - - - - -
Examples:
Dockyard = repair point - lesser
Machine shop = repair point - medium
Power Plant = a structure providing 30 minutes worth of 4 estra oil rigs, 30 minutes worth of 2 extra oil rigs and a further one hour's worth of one oil rig before drying up.
Factory = light or medium bodies - precollapse
pillbox/ small cannon bunker = relatively common defensive structures
sensor tower = rare
airfield = access to pre-collapse aircraft chassis
research facility = 3x shortcuts in research (similar to picking up artifacts) + minor increase in research efficiency.
etc.