whippersnapper: * 1.) Distinct playable factions.
- Not readily done in WZ. I'm not even sure it is feasible.to even contemplate.Dues: Agreed, that would benefit WZ.
whippersnapper:: * 2.) Fine-tuned command and control of combat groups on the battlefield such that multiple vector deployments with velocity are feasible. Being on the short end of the stick in sheer numbers during asymmetric conflicts is NOT an assurance of defeat. The foregoing is predicated on placing a premium on intel gathering tech and the facility to translate into intelligent maneuver with velocity.
- Hmmm.... I'm thinking simultaneous surgical strikes as opposed to barely controlled mass swarming in MP. I'm not gonna get into the details of our implementation but If you look closely at Elio's new UI - the Commander portion in particular - you can infer just HOW much greater command and control can be achieved in WZ.Deus: You're probably going to need to be more specific about what features or mechanics you are suggesting adding here, or find someway to be more clear about what you mean by this in general.
But you sound like you are saying that it needs to be easier to attack from multiple angles at once with separate forces? That always seemed like something more easily done in WZ than in the many other RTS games it competed with when it was first released
whippersnapper: * 3.) Boons to motivate unit preservation through ranking experience
- That's certainly one way of doing it.Deus: Easy, you need fewer, faster-coming ranks with a little bit more dramatic enhancements to stats versus what we see in WZ. Currently, units never survive long enough to become smart enough to be worth preserving.
whippersnapper: * 4.) Passive and Special abilities.... with stacking.
- Let's define the terms by genre consensus...Deus: WZ has this. Not sure what exactly you mean by 'stacking' in this context.
- A Passive Ability is an attribute or ability that a unit or building has that can affect things around it, without the need for the player to activate it or control it by hand. For example, a healer unit may have healing as a passive ability: any units that stand within a certain radius of it have their health replenished at a constant rate. A Hero might have a morale boosting, or attack enhancing effect on friendly units around him.
- A unit with a Special Ability may lack "normal" weapons, but may possess special abilities (like changing or nullifying some attribute in another unit, e.g. casting a Shield on another unit or converting an enemy unit to an ally) or some souped up, one shot super zap. A Special Ability doesn't have to be "magical",; its more a description of any unit that has special abilities outside of the usual move and shoot. Most often a Special Ability consumes a special resource (like Manna or Energy) that needs to be replenished before being used again. And more often than not, the special ability can only be used with a special command. StarCraft's full of them: Templar, Defilers, Queens, and Science Vessels, to name but a few. Age of Empire's Monk is another example as are many of the Hero units found in Dawn of War.
- Stacking refers to a number of overlapping bonuses or other effects on a unit. Each of the effective bonuses multiply on top of each other.
For example, a unit stands near enough to a healer's aura to receive ongoing health replenishment. If that unit stands close enough to four healers, then the healing effect can be four-fold. In other words, the effect of these healers stacks when they're close enough together. Conversely, a unit might receive multiple bonuses: attack strength, healing, or shielding by standing near to different units with different auras. The combined effects of these auras stack on any unit within range. A classic example of stacking can be found in Dawn of War's Ork Mob Bonus.
Some games might prevent bonuses from stacking for balance reasons. Healing rates might be capped to prevent fighting units from becoming invulnerable. Some powerful bonuses might be exclusive, meaning that all other bonuses are disabled when they are active. Again, this is designed to prevent units from becoming too powerful or having an "exploit" where unscrupulous players can invoke these bonuses for easy wins, time and time again..
- Now you can judge to what extent WZ invokes these in actual winning MP game play. In my experience, hardly ever unless you play mostly newbies to the game...
whippersnapper: * 5.) Minimizing economy, research and leveling-up micro-management
.Deus: WZ has this too....
- Oh my ... not nearly enough. Maybe in Campaign and Skirmish modes (except when playing against the latest "Become Prey" A.I.) but when your playing with Veterans who wanna win you better be prepared for a micro-management click-fest that follows the same inexorable pattern
game in and game out. Not much fun after the upteenth iteration..
whippersnapper: * 6.) Be able to absorb game play complexity incrementally and intuitively - the learning process cannot create confusion, frustration or feel like hard work. Complexity is a slippery slope and alone does not assure depth of game play that is both fun and challenging - sometimes the complexity can actually be entirely gratuitous..
- Yup...Deus: So many games have too much of this.
whippersnapper: * 7.) In-game player avatar investment scheme via dual game play modalities in MP... aka, the status of General in God-mode & FP POV.
- NOT implemented at all like any of your examples. "Drive Mode" is implemented but is NOT synonymous with FP Mode whose GFX are on the par with Fallout 3. All your examples have grid-based PF like A*. but because of our unique implementation our PF is NOT grid based. Maps can be upwards of 50kms of game world.Deus: Yuck, your having a damned avatar all the time was the greatest weakness of the otherwise fantastic cross-genre battlezone games (the '90s ones I mean). But at least then your avatar was a standard trooper aside from his sniper capability.
PSX WZ had it right, you select any one of your units at anytime and just take it over, drive it around, drive it into battle (Spring also does this now).
whippersnapper: * 8.) Squash all bugs as they manifest by stress testing in maximum # of gamers in MP mode. Play-testing at 50% load just doesn't cut it and there can never be sufficient MP play-testing for countless reasons amongst which balance stands out as the most obvious.
- I don't know of any available data on 8 player net games so i couldn't say.Deus: WZ seems fairly bug proof to me, atm. Balance is of course another story though.
whippersnapper: * 9.) Be super mod-friendly...
- Yes. True on all counts. And already a done deal on this end tool wise..Deus: Most games are, with WZ mostly being limited in this respect by the difficulties of importing new content from a real content creation program into it successfully. But again, this is just the current situation- from what I gather there are alot of folks working on this issue.
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