Naval War

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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aubergine
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Re: Naval War

Post by aubergine »

Mixture of mobile pads and transporter.
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Emdek
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Re: Naval War

Post by Emdek »

aubergine, well, as with airborne one, VTOLs mostly don't need it, maybe some extremely weighty bombers, but speed of such carrier should be probably anyway a bit slower than theirs.
There was also somewhere idea of mobile land VTOL pads, with these and ferry unit you could get it for free. ;-)
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_FireSword_
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Re: Naval War

Post by _FireSword_ »

Made an account just to say this
For navel units to be cost effective a new water tile should be implemented
(Deep water tile) this tile could only be used by navel units
(ocean waves in these deep water tiles would be to much for hovers)
the nuke winter would have messed with weather ocean storms would
be huge the seas full of massive waves. also there would need to be some
way to build on water what if the platforms were built in the ship yard
then under their own power would move to were you needed to build
and lock down. while moving they would have lower health than when locked
down once locked down they could not be repositioned
having a water base would protect you from wheeled/tracked units.
forcing your opponents to send ships and votls, however to prevent camping
the command center, due to its height can not be built on platforms because
it would be unstable.

units misc

the navel units would be a propulsion system and body in one.
you could increase speed and armor with alloy/engine upgrades
sub's would be like cyborgs (un-designable) and you could only manufacturer
them the if the S.U.B.P (Submersible universal Buoyancy platform) module
had bin built on the navel factory. sub's could only submerge in deep water tiles
for navel units to be fun to play the max map size would need to be increased

units as follows,

a=armor 0/10
s=speed 0/10
r=max range 0/10
e=effective subs/ships/votls/building's/tanks/cyborgs (out of ten)
c=cost 0/10

S.U.B.P's:

scout sub a=4 s=7 r=6 e= N/A c=3

torpedo sub a=5 s=5 r=5 e= 6/9/0/0/0/0 c=5

missile sub a=6 s=3 r=8 e= 0/4/5/7/4/3 c=7

sharkhead sub a=2 s=5 r=1 e=8/9/0/0/0 c=5
rams ships and sub's

Ship's:

a=armor 0/10
s=speed 0/10
r=max range 0/10
c=cost 0/10
t=turrt's 0/5

cruiser hull a=3 s=4r=5 c=4 t=1

destroyer hull a=5 s=4 r=7 c=5 t=2

dreadnought hull a=5 s=3 r=6 c=7 t=3

battleship hull a=7 s=2 r=7 c=10 t=5

Ship turret's info :

all tank turret's except

flamer's, emp(in water would just be bad...)
command turret, repair turret* (to prevent cheating with the many turrets)
also ship's should have lower accuracy while moving and sub's should have
a lower view range while moving(sonar works better while not moving).

new turrets

*votls repair turret
votls rearming turret (slower than land pad) improved with rearming upgrades
votls heavy rearming turret (same as land) improved with rearming upgrades

hydro gel cannon does low damage has low rof and reduces targets accuracy and rof on hit for -10% accuracy -10% rof but can not lower below 60% of starting, and wears off after 10 second's


few...... :zZz:
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Jabol
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Re: Naval War

Post by Jabol »

It would actually be interesing to have naval battles in Warzone 2100...
But of course it would require some work so the naval units actually look like naval units, something like in Earth 2150!
But in other hand I doubt that naval wars would be possible in Warzone 2100 times, yes there is still SOME water, but that would make ships actually useless after nuclear warfare.
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Giani
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Re: Naval War

Post by Giani »

Jabol wrote: But in other hand I doubt that naval wars would be possible in Warzone 2100 times, yes there is still SOME water, but that would make ships actually useless after nuclear warfare.
Having ships doesn't mean it will be in the campaing...
And why would ships be useless after a nuclear warfare? Nukes don't destroy water(the only thing it can do to it is to contaminate it).
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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JDW
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Re: Naval War

Post by JDW »

Giani wrote:Having ships doesn't mean it will be in the campaing...
Why not? If they are made to work well, with all the balances and relevant mechanisms worked out, they could be introduced in sequel campaigns...
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bendib
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Re: Naval War

Post by bendib »

Hovers are amphibious and in the future may have deprecated ships. We already have naval battles, play fishnets and go for hover. If you want an aircraft carrier type thing, that just doesn't fit well with wz IMHO.
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Iluvalar
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Re: Naval War

Post by Iluvalar »

I believe the biggest problem for naval units is the absence of brigdes. If I build naval unit from my base, and ground unit from my base. If both can't cross each others it's just like a big plain cliff between 2 side of the map (whatever how much you bend it in your head). Starting from that perspective, it doesn't matter at all if the unit is naval or ground or hover for the game play.
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NoQ
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Re: Naval War

Post by NoQ »

or hover
Nope, ramps for hovers connecting water and ground do exist.
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Emdek
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Re: Naval War

Post by Emdek »

Iluvalar wrote:I believe the biggest problem for naval units is the absence of brigdes.
Yes, but minor comparing to main issue, current map size limit.
Without (much) bigger maps naval (especially more sophisticated types) units doesn't make big sense...

Anyway, we "need" bridges even without new units class. ;-)
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Iluvalar
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Re: Naval War

Post by Iluvalar »

NoQ : Ok this time you won XD .Still the gameplay wouldn't be changed much because of those 2 fully distinct continents. If you build ships just to go in isolated empty area, I don't see the point.

Maybe some more complex idea could help us out, but before we can have normal units on water, I don't expect special units.
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Andrie
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Re: Naval War

Post by Andrie »

Bridges would be nice maybe i will start designing a bridge in blender :!:
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Iluvalar
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Re: Naval War

Post by Iluvalar »

Wait a bit for the blender model. All the units are located in a 2D grid in the source code. We'd need to go all over the code and add a reference to Z. It's a serious job to do...

This is not something that will happen until a dev work on a stable version. Even then, we wont need any 3d model until later design, we could do just great with a long flat building (like a long rearming pad).
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C27
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Re: Naval War

Post by C27 »

Emdek wrote: Anyway, we "need" bridges even without new units class. ;-)
Constructable wood/concrete bridge sections, maybe?

Constructable water channels?
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Emdek
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Re: Naval War

Post by Emdek »

C27, steel and / or concrete probably, (maybe also with upgrades, so earlier available ones (maybe indeed wooden then) would be weaker or something like that.
Ability to modify terrain could be also interesting, but probably only for modders.
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