Scouting in early game
Re: Scouting in early game
I like the idea of summoning an UAV chopper scout from the HQ. I've been playing with the idea of adding a 'scanner sweep' ability to the HQ (as Terran has in Starcraft), but the chopper idea seems more in line with the Warzone theme.
Re: Scouting in early game
Warzone is "Strategy by design". I think chopper should be designable then. Well. make chopper is better than do nothing. Me agreed with chopperPer wrote:I like the idea of summoning an UAV chopper scout from the HQ. I've been playing with the idea of adding a 'scanner sweep' ability to the HQ (as Terran has in Starcraft), but the chopper idea seems more in line with the Warzone theme.
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- Rman Virgil
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Re: Scouting in early game
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I think playtesting changes of this scope is worthwhile before drawing conclusions written in stone. Just my nature to prefer evidence based conclusions, I guess.
Strategy by design, sure enough, but have there not always been exceptions ?
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I think playtesting changes of this scope is worthwhile before drawing conclusions written in stone. Just my nature to prefer evidence based conclusions, I guess.
Strategy by design, sure enough, but have there not always been exceptions ?
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Scouting in early game
of course, me agreedRman Virgil wrote:.
I think playtesting changes of this scope is worthwhile before drawing conclusions written in stone. Just my nature to prefer evidence based conclusions, I guess.
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i'm understand.
We have master version for testing purposes already.
So i welcome you to play some games with "scout mod". Or may be Per just add this choppers/sensors into master brach for testing directly in game?
Another point - what to test in playtesting. I think we have to test case when one player can invisibly change his weapon and prepare deadly attack? scouting units have a lot of purposes.
I like Warzone because player can even make dozens types of simple builder!Rman Virgil wrote:.
Strategy by design, sure enough, but have there not always been exceptions ?
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Yes we have exceptions
1) Cyborgs
2) Defenses
I think Cyborgs have to be made designable in future (select weapon, body)
Structures by the same way could be made designable in future.
So i dislike add one more exception, but its still interesting, and better than no scouts at all
Warzone2100 Guide - http://betaguide.wz2100.net/
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Scouting in early game
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We are on the same page with all this after all.
Already commited to playtesting another WZ Project of great scope but I do appreciate the offer, crab_.
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We are on the same page with all this after all.
Already commited to playtesting another WZ Project of great scope but I do appreciate the offer, crab_.
.
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Scouting in early game
I'm still strongly opposed to something that would force me to move more units the way it's suggested. Sorry but for me, a subgame in which I need to constantly keep a unit in between 7 and 8 tile away from the opponent units doesn't look, even remotely, as "fun".
Heretic 2.3 improver and proud of it.
Re: Scouting in early game
Are you saying about manipulating choppers?Iluvalar wrote:I'm still strongly opposed to something that would force me to move more units the way it's suggested. Sorry but for me, a subgame in which I need to constantly keep a unit in between 7 and 8 tile away from the opponent units doesn't look, even remotely, as "fun".
Warzone2100 Guide - http://betaguide.wz2100.net/