http://guide.wz2100.net/elio wrote:i wish zarel's guide is inlcuded in the official webpage (same style)
One day...
http://guide.wz2100.net/elio wrote:i wish zarel's guide is inlcuded in the official webpage (same style)
I don't think most of the units are drones, if you look closely on some of the bodies you can see things that look like windows (I think Viper and Python got those), and the fact that they actually get experience must mean that there is a human involved there.Commander_Keyes wrote:Oh yeah.
But I understand that you mean Fatigue in the same way as "Godddamn, I have had enough. Let's go home, this demoralizes me". This psychological strain certainly applies to human soldiers, but the units in WZ ('cept the Cyborg I guess) are drones. Drones are not meant to have human feelings, don't they? So I suggest the fatigue could be replaced with material fatigue (No matter how good you are, a repair of the armor is inferior to a replacement of said equipment).
Regardless. This whole game is an approximative simulation of a battle theater. Nothing here is exactly real. The trick of programming simulations is to more or less guess the variables involved and then tune them until the whole gear feels and behaves realisticly enough. What I am saying here is that WZ needs an additional variable.Commander_Keyes wrote:Oh yeah.
But I understand that you mean Fatigue in the same way as "Godddamn, I have had enough. Let's go home, this demoralizes me". This psychological strain certainly applies to human soldiers, but the units in WZ ('cept the Cyborg I guess) are drones. Drones are not meant to have human feelings, don't they? So I suggest the fatigue could be replaced with material fatigue (No matter how good you are, a repair of the armor is inferior to a replacement of said equipment).
WZ is not a RPG. It's a RTS, and within the genre quite on the simulative side, too. I dont' believe "berserk mode" fits into this concept. Also, making "berserk" or whatever you want to call it mode available to selective player's control, that makes it just another weapon.fisk0 wrote: I'm not sure I agree that the experience thing really make the game that unbalanced. The bonus effects of experienced units in multiplayer games does not make the units unbeatable, but maybe there could be something like what you see in some RPG's and I think some turn based strategy games (I can't name any of them now), where losing units get stronger. I'm not sure what it is usually called, but something like berserk mode, perhaps could be 'activated' if a player lose many units or buildings in a short amount of time, maybe could temporarily give units on the losing side (or units closest to the ones being slaughtered) some short range damage bonuses or something, symbolizing the classic war movie cliché of the final few soldiers after seeing all their friends killed of picking up their guns and rush at the enemy determined to take as many as possible with them as they die.