Rush Prevention

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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Mats
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Rush Prevention

Post by Mats »

Rushes can wreck multiplayer games ("1 player just kept rushing me and we both ended up falling behind in power and tech and dying"). Why not give base structures a (normal, not heavy) MG? It's not going to make much of a difference in anything other than the very start of the game. If the enemy has a force into your base, a few MGs are unlikely to be stopping them inflicting massive damage, however, an early game truck rush is no longer viable and early game rushes will be more difficult.
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Per
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Re: Rush Prevention

Post by Per »

We have thought about it. If you look at ohyeh's new hegaxonal structure models, the HQ has weapon slots for that purpose. However, your proposal does require changing the models, so it is not trivial to do.

(Besides, it leads to some tricky dependencies. Would you require mg research to make these buildings then? And how would you research that if you put an mg on the research building? ;))
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Zarel
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Re: Rush Prevention

Post by Zarel »

Well, you have a sensor on the HQ before sensor turret is researched...

Regardless, I'm not sure this is the right solution.
guciomir
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Re: Rush Prevention

Post by guciomir »

it is a poor solution, later in the game players would be angry because of these petty MGs
Safety0ff
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Re: Rush Prevention

Post by Safety0ff »

Mats wrote: Why not give base structures a (normal, not heavy) MG?
Instead of rushing you with MG towers they'll rush you with power generators. :twisted: Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.
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Olrox
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Re: Rush Prevention

Post by Olrox »

Safety0ff wrote:
Mats wrote: Why not give base structures a (normal, not heavy) MG?
Instead of rushing you with MG towers they'll rush you with power generators. :twisted: Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.
AND they'll give back full power back when destroyed. The best thing to use as a decoy when performing truck rushes, in the current state.

Early rushes can be avoided with scavengers, if the map was made carefully enough.

~Olrox
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praefectus
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Re: Rush Prevention

Post by praefectus »

Olrox wrote:Early rushes can be avoided with scavengers, if the map was made carefully enough.
And scavengers would kill the AI's only truck in single player games, thus ending the game ?
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Zarel
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Re: Rush Prevention

Post by Zarel »

praefectus wrote:And scavengers would kill the AI's only truck in single player games, thus ending the game ?
Scavengers don't rush anyone in the early-game, so that's not an issue.
Mats
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Re: Rush Prevention

Post by Mats »

Safety0ff wrote:
Mats wrote: Why not give base structures a (normal, not heavy) MG?
Instead of rushing you with MG towers they'll rush you with power generators. :twisted: Double the armour, 390 more HP, half the cost, and as a bonus it doesn't need to researched.
True. Guess only command centre can have an MG.

On scavengers - They might stop rushes in 2 player maps, although in some 2 player maps, they don't (high ground for example). But in a four player map, it's very difficult to put in scavengers that are going to stop a rush and in 8 players, no scanvengers can be added.
Full of ideas - Most are probably useless. Feel free to ignore them :)
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Olrox
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Re: Rush Prevention

Post by Olrox »

Mats wrote: On scavengers - They might stop rushes in 2 player maps, although in some 2 player maps, they don't (high ground for example). But in a four player map, it's very difficult to put in scavengers that are going to stop a rush and in 8 players, no scanvengers can be added.
4-player maps can be designed for using scavengers to prevent rushes - A careful design, not a *beep**beep*, rough, *beep**beep**beep* design.

In 8-player maps rushes are not that interesting anymore, usually they're FFA, 4x4 or maybe 2x3x3: on FFA games, there are 8 players already, it's not likely that having everyone last until nearly the end of the game will be an interesting thing at all (power issues usually, space issues, among others) - rushes aren't a *bad* thing to see, as they are on 1x1 or 2x2 or even 4-player-FFA games.

If you have 4x4, you'll have the aid of your mates and you definetely won't see tower rushes or any early rushes because by the time the enemy trucks could get to your base, you'll probably already have cannon bunker or mini-pod, or both, and even if they manage to pull of a successful rush, your buds can defend your retreating trucks or donate a couple of their own trucks and power so that you can get back on your feet. If you can't manage to avoid the rush because there was to researched defense, then probably the solution would be to choose someone else to play MP with (4 players should get MG towers within easily under 3 minutes of gameplay, I think even 1 minute is enough for experienced players.

If you have a 2x3x3, rushes aren't *bad* as well, because usually a team will focus on destroying a single adversary, and only after that, launch real attacks on the remaining team: hardly you'll have an end-match of one player from each team fighting each other simultaneously.

But oh well, smart players can easily research MG tower before an enemy arrives at their base: it IS a MUST unless you're playing with your best friends in a no-rush match - in this case you can beat them on the day after, if they rush you on the match.

Along with reasearching MG towe being a *must*, scavengers can be easily added by map makers on strategical locations to make rushes at least more difficult.

Not making marketing, but rather using as a good example regardless of me being the author, 4c-Garond Valley was made to avoid rushes to just anybody. You can rush a single opponent, and that's already more difficult given the bases' design.

~Olrox
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Re: Rush Prevention

Post by Dalton »

I think it is a good part of the game that someone could attack you within a few minutes, it keeps it interesting, and if it is FFA you should be able to counter that it is part of the challenge you have to find a way to out play everyone else and win. Some people may turtle some people may rush, and some others may use vtol, and so on... If it is a team war usually a rush will be not matter because the attacker and defender with both likely lose some research. Another way of putting this is if two people attacked you one after each other if they are good players it is unlikely you will survive but it is part of the game.
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