Rman Virgil wrote: * 4nE your probably one of the best peeps to talk to about my current focus with your MP gaming background & Mod experience-goals.
* Here's my basic premise.
* The original campaign was built on "Asymetric Warfare Principles" (AWP) which was a big part of its captivating gameplay.
Well one of the problems with the SP game was that everything was scripted with triggers to where you take X number of units to Point A and take out target Y and when you cross over Trigger Z your force gets attacked, and this will happen every time you trip the trigger. Now if your a smart player you build defenses around the trigger and not trip it till your ready and let them do your work. There is a mission on Camp3 that blasts your LZ with Artty and after 5+ mins or so a never ending supply of VTOL's hit your LZ. The thing is its a real bitch to do much with the Artty hitting your LZ and for the most part taking out any AA defense you might build. Now the funny thing is that all you need to do is run 3 Bunker Buster VTOL's at one of the Sensor Towers and the Artty stops. Oddly after that is taken out no truck will go out and rebuild it, in a MP game you would have many of Sensor Towers to give your Artty support and always rebuild sh*t that was taken out. Oh and for the most part I think the maps used by Pumpkin really made you think in a lot of its missions, but then again they also had a lot of dead space in them at times.
* This is fairly straight-foward to build in SP scriptomatically.
* We're following a similar path in building the new SP CAM - "WZ 2200".
* My contention is that "The Asymetric Warfare" GPMs of CAM never translated to MP (I don't count "Truck Rushes" - standard or flying)..... because, in the absence of scripting it's not easily achievable.
Well here to not many people think out side the box when it comes to trucks, I think it was Maynard that made the Bootcamp map and I trashed that in about 4 hours, and no one could figure out how I could do something like that and the same with a few others. You give flying trucks into the mix and now your looking at placing hardpoints where nobody really thought about putting them, and I for one hated the flying trucks as you might recall. Also I always looked as my trucks as being the Queen in Chess and as anyone can tell you when I used VTOL's in MP games it was to take out Factorys and Trucks at the same time, there is nothing worse then having the best turtle base in the world only to lose factorys and trucks in one attack, then it only is a matter of time before I trash the rest of it.
* I also believe that Pumpkin's "ECM" schema was gonna be implemented to take WZ MP down that road of AWP evolution.
I disagree here Pumpkin never really tested there T3 tech yes it worked to some degree in the SP game but Multiplayer most of it either was over powered or to weak to use, so people used the things that worked good and left the rest alone. Keep in mind here that alot of this also depends on the map and the oil on it, I was never big on oil in your base maps, and felt its was ment to be hunted and guarded thru out your game play, but most players get bored way to fast on maps that you only have a hadful of oil and the enemy from hell to attack, I think Tromans one map was like that Citadel and I bitched up a storm on that because though it was a hard map to take out when your dealing with T3 you need oil and that map had like 4 or so and not enough to really put up a fight, any ways thats when Citadel Elite was made and it had more oil and better game play with out getting bored.
* Now I know your "VTOL FUN" (& work on v.1.12 with Strata) were attempts down a parallel path by way of a rebalancing (rock-paper-scissors).
Well I think Pumpkin forgot about the RPS in some of its balancing and once again spent most of its time on the SP game, they didnt take into accout what would happen if player X makes 90 of the same unit and try to blast a hole in your defense with 3 other players comming in right behind them with all there tanks. There idea was to use 10 or so of each type of weapon to make a group that can deal with all kinds of things, but the down fall of this was that many of the non-anti-armor weapons lacked the defense on there turret. Take something like the Bunker Buster this was something you either wanted out in front of your tanks or in the rear, so you either have to give it short range and good turret defense because its going to be taking fire from both tanks and hardpoints OR you let the thing be weak in turret armor and give it more range. Then again the BB was the only weapon used for that warhead another thing I could never understand about Pumpkin was that they had the means to give the game balance but never went thru with it. OH and before you say it might have been in the works, I highly doubt it, these are thing that should have been done before release or with the first or second patch.
* Here let me use this chess analogy to make this brief.
* I would like to able to do the equivalent of the "Queens Gambit" in Wz against an equally strong player who's not made an egregious mistake (elliminating the whole "Fools Mate" bull chit win) and still have a fair chance winning endgame.... (the "Queens Gambit" creates an "Asymetric Warfare" condition, in other words.)
* Does that make sense ?
Let me ask you this if you have played Chess over the past number of years, how many times have you really won a game in Fools Mate, I think its called that for a reason and sorry to say this but nothing can be done to help the person who makes the foolish moves in the first place. I have been playing Chess for over 38 years now, and I can only recall winning a game in Fools Mate because I was teaching my brother how to play and he was very foolish. Also keep in mind that in Chess everyone starts off on more a less an equal setting this cant be said about most RTS games, because in the end its going to be the person that knows more about the tech, the map, and oil on the map, the weapons in use or being made. How many times in a MP game do they check to see what unit the other side is making, many of games I won was because I knew how to counter the other sides unit. Back in the early days of MP Pulse Lasers were the sh*t everyone made them and they would trash any damn base defense BUT they sucked against HC track or Rail track so it always was a matter of waiting for them to attack and when they lost all there tanks guess what you did next ? Sure they might have put a hole in your defense and wiped out a few things, but HC vs Pulse the HC will win every time hands down, and mix in a few Rails and now you can go on the offense.
* Do you think it a worthy goal ?
I do agree with your statement below, but the only real way to do that would be to add a unit limit type, so where you can only build say 10-20 of one given unit. Even Supreme Commander what I think is one of the best RTS games out there today has yet to do something like this, but they do have means to limiting the powerful weapons to just a few. Anyways I may get into that later.
* Basically it is to make MP winning tacs less narrowly predictable & afford more opportunities to win by means other than sheer overwhelming #s of select units....
* Your thoughts on this would be very helpful to me in working on WZ 2200..
- Thanks, Rman
Hope this helped some 4nE