That is a superb idea! I have wanted to see this propulsion system type added for a long time. It would basically complete the set.HCN-Trooper wrote: -New propulsion: Walker (Slightly fastr than wheels,halftrack like bodypoints, always same speed)*1
Warzone 2100 wish list - all can contribute_part 1
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Re: Warzone 2100 wish list - all can contribute.
Re: Warzone 2100 wish list - all can contribute.
Hy Wishlist:
1. Select teams manually (AI team selection)
2. Put player starting points on maps manually
3. set max development
4. Non cheating AI please
Gameplay
1. More Range for minipods
2. more range for canons
3. continues fire for Flamethrowers
1. Select teams manually (AI team selection)
2. Put player starting points on maps manually
3. set max development
4. Non cheating AI please
Gameplay
1. More Range for minipods
2. more range for canons
3. continues fire for Flamethrowers
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Re: Warzone 2100 wish list - all can contribute.
I have got an idia about rebalance the game in special way. Well its not so special as new limite term. I offer make a limite of produced bodies. for exemple: each player can have for allover the game (ex.) 50 any tanks with light bodies, 20 medium & 8 heavy. same can be applyed to propulsions.
I think this limitation will prevent to player desicions "what body to use with each weapon he likes or needs". Also this making a reasonable to save a heavy tanks & keep them alive( If rank influence on damage & accuracy so heavy tanks will become like a ultimate weapon).
Well If idia not bad & somebody likes this he could calculate more carfuly.
tnx
I think this limitation will prevent to player desicions "what body to use with each weapon he likes or needs". Also this making a reasonable to save a heavy tanks & keep them alive( If rank influence on damage & accuracy so heavy tanks will become like a ultimate weapon).
Well If idia not bad & somebody likes this he could calculate more carfuly.
tnx
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- psychopompos
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Re: Warzone 2100 wish list - all can contribute.
limit the units further you say?!
jack the unit limit up to 200 or 500!
though i know the game engine cant handle that yet:(
make it easier to set circular patrol routes via multiple way points.
burning rubble/wreckage from destroyed units.
corpses for heavy bodies.
#3 i dont know, dond get cam 2 or 3 research?
#4 the ai needs to cheat, cause its dumb. if you move the slider to the left it basically stops cheating anyway.
flamers with continuous fire would be... interesting... force people to take them out LR before going in.
but i think someone said the max ROF limit was a bit low. since flamers in games generally have high rof to fain continuous fire.
jack the unit limit up to 200 or 500!
though i know the game engine cant handle that yet:(
make it easier to set circular patrol routes via multiple way points.
burning rubble/wreckage from destroyed units.
corpses for heavy bodies.
the first 2 i guess could be done via a dropdown menuSonsalt wrote: Hy Wishlist:
1. Select teams manually (AI team selection)
2. Put player starting points on maps manually
3. set max development
4. Non cheating AI please
Gameplay
1. More Range for minipods
2. more range for canons
3. continues fire for Flamethrowers
#3 i dont know, dond get cam 2 or 3 research?
#4 the ai needs to cheat, cause its dumb. if you move the slider to the left it basically stops cheating anyway.
flamers with continuous fire would be... interesting... force people to take them out LR before going in.
but i think someone said the max ROF limit was a bit low. since flamers in games generally have high rof to fain continuous fire.
Last edited by psychopompos on 05 Dec 2007, 02:19, edited 1 time in total.
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Re: Warzone 2100 wish list - all can contribute.
I said for exemple. yes wz now support up to 200 units for each player I think. Well engine can handle with it Especialy on modern Systems (core2duo \ 2 gb ram\ 8600GT) - 200 units - its not a problempsychopompos wrote: limit the units further you say?!
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Re: Warzone 2100 wish list - all can contribute.
i guess percentage based limits could have a use.
though that could annoy people that (for example) like to use large vtol rather then large ground forces.
something else that could be interesting,
a set of 4 sliders that go from 25 to 75
range
damage inflicted
unit speed
health
50/50/50/50 being wz default, but the player can use the sliders to make their forces slightly different from the rest.
gain a benefit in one but a penalty somewhere else.
eg 30/50/50/70 loose range for health. stand & fight tactics
vs 30/70/70/30. blitzkrieg tactics.
though that could annoy people that (for example) like to use large vtol rather then large ground forces.
something else that could be interesting,
a set of 4 sliders that go from 25 to 75
range
damage inflicted
unit speed
health
50/50/50/50 being wz default, but the player can use the sliders to make their forces slightly different from the rest.
gain a benefit in one but a penalty somewhere else.
eg 30/50/50/70 loose range for health. stand & fight tactics
vs 30/70/70/30. blitzkrieg tactics.
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Re: Warzone 2100 wish list - all can contribute.
This is some idea concerning AI behaviour.
At first I saw this code at Supreme commander.
Weapon systems should have preferences on targets.
like this:
Weapon system: mashine gun...
1. mech walker
2. VTOLs
3. tanks
4. buildings
5. bunker
...
If no specific target is selected, the weapon chooses a target automaticly according to its preferences.
This feature could be combined with a command called "attack move", that orders the unit to move and attack any target on the way.
At first I saw this code at Supreme commander.
Weapon systems should have preferences on targets.
like this:
Weapon system: mashine gun...
1. mech walker
2. VTOLs
3. tanks
4. buildings
5. bunker
...
If no specific target is selected, the weapon chooses a target automaticly according to its preferences.
This feature could be combined with a command called "attack move", that orders the unit to move and attack any target on the way.
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Re: Warzone 2100 wish list - all can contribute.
Every body(like viper, scorpion etc.) should have it´s own saying when your order them something....
//Edit: Another new propulsion: Subterrainian drill (Yes, like Tiberian Sun) which can be added to:wheels,half-tracks and tracks only.
some more info:
-the vehicle will go under ground when the move is faster, the tracks-subdrill is the fastest for going underground (that one has the best grip) .
-the vehicle will go in a straight line to the target when going underground, but it cannot go underthrough deep water, because out there the ground is unpenetrate-able, or at least the movement will be VERY slow.
-the tracks-drill, will have most bodypoints of all propulsion,because above the ground it will have a shovel, when going underground the shovel makes place for the drill....and underground the bodypoints increases by 200% (due a layer of ground above the vehicle)
-when going underground, the ground deformes into a pit/crater.
-new anti tech: tanktraps upgrade, concrete upgrade, sensor upgrade. Tanktraps and concrete walls(and hardpoints ofcource) will not be possible for drills to go underthrough... And sensors will warn when enemy drills are in sight (underground going) only then there able to attack.
-New drill tech: VTOL HEAP-Drill bomb-bay which allowes the VTOLS to atack from a distance, when they drop the bombs, the bombs will go underground and travel like 20 squares to it´s target then explodes massively.....
-nevertheless, orbital strikes and archangel missles will slice the vehicles which are going underground like butter(when they´re spotted or just by luck ).
i´m going to think about more possibilities....like Naval units .....
regards,
Seb
//Edit: Another new propulsion: Subterrainian drill (Yes, like Tiberian Sun) which can be added to:wheels,half-tracks and tracks only.
some more info:
-the vehicle will go under ground when the move is faster, the tracks-subdrill is the fastest for going underground (that one has the best grip) .
-the vehicle will go in a straight line to the target when going underground, but it cannot go underthrough deep water, because out there the ground is unpenetrate-able, or at least the movement will be VERY slow.
-the tracks-drill, will have most bodypoints of all propulsion,because above the ground it will have a shovel, when going underground the shovel makes place for the drill....and underground the bodypoints increases by 200% (due a layer of ground above the vehicle)
-when going underground, the ground deformes into a pit/crater.
-new anti tech: tanktraps upgrade, concrete upgrade, sensor upgrade. Tanktraps and concrete walls(and hardpoints ofcource) will not be possible for drills to go underthrough... And sensors will warn when enemy drills are in sight (underground going) only then there able to attack.
-New drill tech: VTOL HEAP-Drill bomb-bay which allowes the VTOLS to atack from a distance, when they drop the bombs, the bombs will go underground and travel like 20 squares to it´s target then explodes massively.....
-nevertheless, orbital strikes and archangel missles will slice the vehicles which are going underground like butter(when they´re spotted or just by luck ).
i´m going to think about more possibilities....like Naval units .....
regards,
Seb
Last edited by HCN-Trooper on 08 Dec 2007, 14:24, edited 1 time in total.
- psychopompos
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Re: Warzone 2100 wish list - all can contribute.
give orders to factories!
these orders are inherited by the units produced there.
its annoying to have to select the units later on just to set long range & return at hvy dmg etc every 10 minuits.
and seems like a pointless bi of micromanagement.
the noise on the derricks... kill the noise on the derricks...
or..... at least the option, to kill the noise on the derricks... :'(
no seriously, its annoying, you gotta know its annoying... please kill it.
these orders are inherited by the units produced there.
its annoying to have to select the units later on just to set long range & return at hvy dmg etc every 10 minuits.
and seems like a pointless bi of micromanagement.
the noise on the derricks... kill the noise on the derricks...
or..... at least the option, to kill the noise on the derricks... :'(
no seriously, its annoying, you gotta know its annoying... please kill it.
Last edited by psychopompos on 09 Dec 2007, 04:52, edited 1 time in total.
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Re: Warzone 2100 wish list - all can contribute.
the female voice for oil or realy the oil derrick noise?^^the noise on the derricks... kill the noise on the derricks...
or..... at least the option, to kill the noise on the derricks...
no seriously, its annoying, you gotta know its annoying... please kill it.
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Re: Warzone 2100 wish list - all can contribute.
This is already implemented right click the factory and you should be able to set the attack ranges, retreat levels, fire options and movement options of any future produced units.psychopompos wrote:give orders to factories!
these orders are inherited by the units produced there.
its annoying to have to select the units later on just to set long range & return at hvy dmg etc every 10 minuits.
and seems like a pointless bi of micromanagement.
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- psychopompos
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Re: Warzone 2100 wish list - all can contribute.
my bad, only got 208 on friday eve.Deathguise wrote: This is already implemented right click the factory and you should be able to set the attack ranges, retreat levels, fire options and movement options of any future produced units.
the mechanical noise on the derricks, even compared to the weapon fire its far too damn noisy.Delphinio wrote: the female voice for oil or realy the oil derrick noise?^^
-----------------------
while i remember.
whatever the fix was that was obviously applied to the mobile repair turrets, to stop them becoming useless while assigned to a commander, be applied to the anti-aircraft turrets also.
Last edited by psychopompos on 10 Dec 2007, 16:11, edited 1 time in total.
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Re: Warzone 2100 wish list - all can contribute.
Here is My Wish List(i took earlier little lists to add here):
-(destroyable-/repairable-) Bridges could be added
-New design method:
-Cyborgs now able to garisson, 10 slots in big flats, 3 in houses, one slot is for one cyborg, a super cyborg though, need 2 slots
-New propulsion: Walker (Slightly faster than wheels, halftrack like bodypoints, always same speed)
so the vehicle always moves (when going up or down a slope/hill) with the same speed.
-New (super heavy)Body: Hydra (following the row of Big:Wyvern, Bigger:Dragon, Biggest:Hydra) which will even have two fitting points for 2 weapons, or 2 sensor like things,or a sensor and weapon.....
-New flying tech:
--Mobile Re-arming pads
---this is for units, accept for airunits, cyborgs, Submarines and
ground units which has an equal type body as the air unit or less(so rearmingpads can't be used on Light bodies and no Hydra body can land on a mobile re-arming pad)
---when an airunit has to land on a Mobile Re-armingpad, the ground unit has to stand still until the unit is landed.
--Airstrip+hangars
---Building is 3*5 squares
---hangars can produce and store jets
---which need to take off on a airstrip and are way more faster than VTOLS.
---hangars will be on the side of an airstrip
---hangars also do the rearming, repairs and manufacturing
--Heli propulsion
---this body propulsion will be manufactured is a normal Vtol factory
---this propulsion will be slower than Vtol/jet
---it doesn't need the rearm pads(maybe only for repairs)
-Cyborgs should be designable too(able to hold /switch between 2 weapons).
-Cyborgs Abillity: Jetpack
--not worked out,no further ideas for this.
-new vehicle (not for VTOLS or Jets) weapon, a bunker which is garrisonable for cyborgs (4 slots)
-better internet play options (master server needed or so)
-oil-derik upgrade: two nodders instead of one. An if one is down the other is up and vice versa..
-Another new propulsion: Subterrainian drill (Yes, like Tiberian Sun) which can be added to:wheels,half-tracks and tracks only.
--some more info:
---the vehicle will go under ground when the move is faster, the tracks-subdrill is the fastest for going underground (that one has the best grip) .
---the vehicle will go in a straight line to the target when going underground, but it cannot go underthrough deep water, because out there the ground is unpenetrate-able, or at least the movement will be VERY slow.
---the tracks-drill, will have most bodypoints of all propulsion,because above the ground it will have a shovel, when going underground the shovel makes place for the drill....and underground the bodypoints increases by 200% (due a layer of ground above the vehicle)
---when going underground, the ground deformes into a pit/crater.
---new anti tech: tanktraps upgrade, concrete upgrade, sensor upgrade. Tanktraps and concrete walls(and hardpoints ofcource) will not be possible for drills to go underthrough... And sensors will warn when enemy drills are in sight (underground going) only then there able to attack.
---New drill tech: VTOL HEAP-Drill bomb-bay which allowes the VTOLS to atack from a distance, when they drop the bombs, the bombs will go underground and travel like 20 squares to it´s target then explodes massively.....
---Nevertheless, orbital strikes and archangel missles will slice the vehicles which are going underground like butter(when they´re spotted or just by lucky strikes).
-Promotion system changes:
--Defence structures should be able to get ranks
--Promoted units should earn abilities like autorepair, even when moving or so.
--Naval Zone--
-New Shipyard
--Naval Shipyard (or Sub Pen or so)
--6*6 squares
--can only be build on the water, all 6 by 6 squares
--this building provides manufacturing of ships and submarines, there are no modules for it
--it has a senor dish and a repair turret
-New Structure
--Naval platform
--2*2 squares
--can be build on water or partly on water, only 2 squares of the 4 squares sized structure can be build on land
--has a 1 by 1 square in the middle to build a defence, sensor or Vtol/Heli -rearmingpad, groundunits still can pass the 1 by 1 structure, Slowly
--this can be used for:
---Building bridges
---building barriers
---On water Defence building
---it also support the Repair facillity, which can now be build on the Water's edge aswel, for Shiprepairs.
Naval Units tech:
-Battle Ships:
--Light:
---Propulsion for, Light to heavy body (Viper to Venganche)
---as big as 1 * 2 squares
---2 weapon fittings
--Medium
---propulsion for Wyvern super "light" body and Dragon Super "Medium" body
---3 weapon spots
---as big as 2by4 squares
--Heavy
---Propulion for Hydra Super "Heavy" body (maybe more if more superbody-rows are implented)
---5 weapon fittings (2 on body,3 on propulsion)
---as big as 2 by 4 squares
-Submarine:
--Only support bodies: Viper to Venganche
--as big as 2*1 squares
--it has 2 weapons, one on the body and 3 archangelmissle holes,which launches 1 missle per 2 seconds
--Submarine can only attack when it's on surface with it's weapons
--In guard mode the sub will reach for the surface.
--sub marines can't be seen under water, however Sensors can detect them
Naval involving tech:
-Thermite bomb-bay upgrade: Floating Thermite bomb-bays
-Air unit weapon: Torpedo Bays
-Torpedo upgrade, Add a torpedo launcher as secundairy weapon for all Rocket/missle using Weapons,accept the artillery missles.
New Game type:
-Naval wars:
--only for maps which are for at least 70% consisting out of water
--shortened tech tree
--the base consists of,
---HQ
---CRC
---Naval Factory
---VTOL factory and/or Airstip
---Re-armingpads
---no Cyborg Factory
---some oil deriks and PP ofcource
---Research labs
---Factory: which only produces Hover ground units
-(destroyable-/repairable-) Bridges could be added
-New design method:
-Cyborgs now able to garisson, 10 slots in big flats, 3 in houses, one slot is for one cyborg, a super cyborg though, need 2 slots
-New propulsion: Walker (Slightly faster than wheels, halftrack like bodypoints, always same speed)
so the vehicle always moves (when going up or down a slope/hill) with the same speed.
-New (super heavy)Body: Hydra (following the row of Big:Wyvern, Bigger:Dragon, Biggest:Hydra) which will even have two fitting points for 2 weapons, or 2 sensor like things,or a sensor and weapon.....
-New flying tech:
--Mobile Re-arming pads
---this is for units, accept for airunits, cyborgs, Submarines and
ground units which has an equal type body as the air unit or less(so rearmingpads can't be used on Light bodies and no Hydra body can land on a mobile re-arming pad)
---when an airunit has to land on a Mobile Re-armingpad, the ground unit has to stand still until the unit is landed.
--Airstrip+hangars
---Building is 3*5 squares
---hangars can produce and store jets
---which need to take off on a airstrip and are way more faster than VTOLS.
---hangars will be on the side of an airstrip
---hangars also do the rearming, repairs and manufacturing
--Heli propulsion
---this body propulsion will be manufactured is a normal Vtol factory
---this propulsion will be slower than Vtol/jet
---it doesn't need the rearm pads(maybe only for repairs)
-Cyborgs should be designable too(able to hold /switch between 2 weapons).
-Cyborgs Abillity: Jetpack
--not worked out,no further ideas for this.
-new vehicle (not for VTOLS or Jets) weapon, a bunker which is garrisonable for cyborgs (4 slots)
-better internet play options (master server needed or so)
-oil-derik upgrade: two nodders instead of one. An if one is down the other is up and vice versa..
-Another new propulsion: Subterrainian drill (Yes, like Tiberian Sun) which can be added to:wheels,half-tracks and tracks only.
--some more info:
---the vehicle will go under ground when the move is faster, the tracks-subdrill is the fastest for going underground (that one has the best grip) .
---the vehicle will go in a straight line to the target when going underground, but it cannot go underthrough deep water, because out there the ground is unpenetrate-able, or at least the movement will be VERY slow.
---the tracks-drill, will have most bodypoints of all propulsion,because above the ground it will have a shovel, when going underground the shovel makes place for the drill....and underground the bodypoints increases by 200% (due a layer of ground above the vehicle)
---when going underground, the ground deformes into a pit/crater.
---new anti tech: tanktraps upgrade, concrete upgrade, sensor upgrade. Tanktraps and concrete walls(and hardpoints ofcource) will not be possible for drills to go underthrough... And sensors will warn when enemy drills are in sight (underground going) only then there able to attack.
---New drill tech: VTOL HEAP-Drill bomb-bay which allowes the VTOLS to atack from a distance, when they drop the bombs, the bombs will go underground and travel like 20 squares to it´s target then explodes massively.....
---Nevertheless, orbital strikes and archangel missles will slice the vehicles which are going underground like butter(when they´re spotted or just by lucky strikes).
-Promotion system changes:
--Defence structures should be able to get ranks
--Promoted units should earn abilities like autorepair, even when moving or so.
--Naval Zone--
-New Shipyard
--Naval Shipyard (or Sub Pen or so)
--6*6 squares
--can only be build on the water, all 6 by 6 squares
--this building provides manufacturing of ships and submarines, there are no modules for it
--it has a senor dish and a repair turret
-New Structure
--Naval platform
--2*2 squares
--can be build on water or partly on water, only 2 squares of the 4 squares sized structure can be build on land
--has a 1 by 1 square in the middle to build a defence, sensor or Vtol/Heli -rearmingpad, groundunits still can pass the 1 by 1 structure, Slowly
--this can be used for:
---Building bridges
---building barriers
---On water Defence building
---it also support the Repair facillity, which can now be build on the Water's edge aswel, for Shiprepairs.
Naval Units tech:
-Battle Ships:
--Light:
---Propulsion for, Light to heavy body (Viper to Venganche)
---as big as 1 * 2 squares
---2 weapon fittings
--Medium
---propulsion for Wyvern super "light" body and Dragon Super "Medium" body
---3 weapon spots
---as big as 2by4 squares
--Heavy
---Propulion for Hydra Super "Heavy" body (maybe more if more superbody-rows are implented)
---5 weapon fittings (2 on body,3 on propulsion)
---as big as 2 by 4 squares
-Submarine:
--Only support bodies: Viper to Venganche
--as big as 2*1 squares
--it has 2 weapons, one on the body and 3 archangelmissle holes,which launches 1 missle per 2 seconds
--Submarine can only attack when it's on surface with it's weapons
--In guard mode the sub will reach for the surface.
--sub marines can't be seen under water, however Sensors can detect them
Naval involving tech:
-Thermite bomb-bay upgrade: Floating Thermite bomb-bays
-Air unit weapon: Torpedo Bays
-Torpedo upgrade, Add a torpedo launcher as secundairy weapon for all Rocket/missle using Weapons,accept the artillery missles.
New Game type:
-Naval wars:
--only for maps which are for at least 70% consisting out of water
--shortened tech tree
--the base consists of,
---HQ
---CRC
---Naval Factory
---VTOL factory and/or Airstip
---Re-armingpads
---no Cyborg Factory
---some oil deriks and PP ofcource
---Research labs
---Factory: which only produces Hover ground units
Re: Warzone 2100 wish list - all can contribute.
HCN-Trooper: I love most of your ideas! The weapon connectors on your suggested new bodies are too close together, though. We need some new bodies for multi-weapons, but the connectors must be placed as far from each other as possible. I am also not sure how your underground vehicle would work (I never played Tiberian Sun).
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- Regular
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- Joined: 31 Jul 2006, 23:14
Re: Warzone 2100 wish list - all can contribute.
This sounds _really_ cool. Though the air-ideas somehow read like Command And Conquer: Generals...