Perks

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!
User avatar
Claydoe
Trained
Trained
Posts: 52
Joined: 16 Aug 2009, 06:24
Location: Kansas

Perks

Post by Claydoe » 26 Jul 2010, 08:31

Got this idea when talking about Hero Units.... (See My other post) :idea:

You can chose a 1 perk at the beginning of a Multiplayer match...

For Example:

One perk could be like- Increase Units Attack Power by 5%
BUT
Decrease Units Defense by 5%

Could make things more interesting in a match, of course there could be a option to turn off perks for a match.... :ninja:
Image
Design - Deploy - Destroy

User avatar
JDW
Regular
Regular
Posts: 1669
Joined: 18 May 2010, 20:44

Re: Perks

Post by JDW » 26 Jul 2010, 10:43

So you want to see units getting stronger in one department while at the same time getting weaker in another... :hmm:

Decreasing defense would make things interesting. Did you see this get implemented somewhere?
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce

User avatar
Claydoe
Trained
Trained
Posts: 52
Joined: 16 Aug 2009, 06:24
Location: Kansas

Re: Perks

Post by Claydoe » 26 Jul 2010, 16:42

The only other place that I can really get the perks idea is from Fallout... But that mainly positive effects with no negative effect.
It doesn't just have to be just that one of course, could have one that - Build speed increases but building defenses are decreased.
Image
Design - Deploy - Destroy

User avatar
Verin
Trained
Trained
Posts: 313
Joined: 11 Jun 2010, 00:08
Location: Chicago suburbs USA
Contact:

Re: Perks

Post by Verin » 27 Jul 2010, 23:12

Increase in range - decrease in damage and reload.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.

User avatar
Ubermad
Trained
Trained
Posts: 87
Joined: 04 Jun 2010, 23:19
Location: Stockholm, Sweden

Re: Perks

Post by Ubermad » 27 Jul 2010, 23:22

Increased unit speed - decreased accuracy?
i like this idea of perks :)
yay, lolcakez! *omnomnomnom*
Image

KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: Perks

Post by KukY » 27 Jul 2010, 23:24

Great idea, would love to see it in-game.
This would also allow handicaps for individual players.

User avatar
JDW
Regular
Regular
Posts: 1669
Joined: 18 May 2010, 20:44

Re: Perks

Post by JDW » 27 Jul 2010, 23:26

Claydoe wrote:Build speed increases but building defenses are decreased.
Verin wrote:Increase in range - decrease in damage and reload.
It's a good idea, but for some reason, it feels like upgrades, but in the reverse, which doesn't feel right to me. Still, it's just my opinion. I wonder how many gamers would join games hosted with this option. But there are always private groups/clans. :wink:

But let's look at things in another perspective. In the current game, when you research an upgrade, doesn't it make your opponent weaker? Your gain is his loss. :hmm:

EDIT: To make more sense, when you upgrade something, you're actually decreasing the opponent's features.

What do you think?
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce

KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: Perks

Post by KukY » 27 Jul 2010, 23:35

j0shdrunk0nwar wrote:But let's look at things in another perspective. In the current game, when you research an upgrade, doesn't it make your opponent weaker? Your gain is his loss. :hmm:
This would allow you to advance in something even more then your enemy could ever with all upgrades researched.

User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Perks

Post by Zarel » 27 Jul 2010, 23:40

Yes, this is something I've been meaning to make possible to do with mods.

User avatar
JDW
Regular
Regular
Posts: 1669
Joined: 18 May 2010, 20:44

Re: Perks

Post by JDW » 27 Jul 2010, 23:42

KukY wrote:This would allow you to advance in something even more then your enemy could ever with all upgrades researched.
Hmm. Fair enough. That would lead to specialized units/tech. Well, as long as things look fair, then maybe I would play with Perks :wink:
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce

User avatar
Claydoe
Trained
Trained
Posts: 52
Joined: 16 Aug 2009, 06:24
Location: Kansas

Re: Perks

Post by Claydoe » 28 Jul 2010, 03:39

j0shdrunk0nwar wrote:But let's look at things in another perspective. In the current game, when you research an upgrade, doesn't it make your opponent weaker? Your gain is his loss.
Yes, that is kinda true...
But remember- the other player will be researching things as well. :3

It plays on more of a players strengths and weaknesses. 8)
Image
Design - Deploy - Destroy

User avatar
Lancefighter
Trained
Trained
Posts: 126
Joined: 13 Jul 2010, 04:55

Re: Perks

Post by Lancefighter » 28 Jul 2010, 05:53

would it be possible to make research that denies other research? Something like that could setup a easy perk system that grants bonuses or a.. hell, malus? maulus? firefox nor google can tell me the correct spelling, to a team, yet denies you the other powers.

Alternatively, it could also be used to set up different tech trees, for instance 'locking' yourself into a single type of body earlygame >.> or setting up different groups of research (not sure how really that would work, but perhaps you could choose what your hardpoints/walls looked like?)

User avatar
Claydoe
Trained
Trained
Posts: 52
Joined: 16 Aug 2009, 06:24
Location: Kansas

Re: Perks

Post by Claydoe » 28 Jul 2010, 06:38

I don't completely understand what your trying to get at, but.....
Lancefighter wrote:would it be possible to make research that denies other research? Something like that could setup a easy perk system that grants bonuses or a.. hell, malus? maulus? firefox nor google can tell me the correct spelling, to a team, yet denies you the other powers.

Alternatively, it could also be used to set up different tech trees, for instance 'locking' yourself into a single type of body earlygame >.> or setting up different groups of research (not sure how really that would work, but perhaps you could choose what your hardpoints/walls looked like?)
That just sound a bit too constricting.
Locking Research and changing hardpoints is maybe a bit much.... :hmm:
Image
Design - Deploy - Destroy

User avatar
BlueMaxima
Trained
Trained
Posts: 431
Joined: 05 Jun 2008, 09:20
Location: Sydney, Australia
Contact:

Re: Perks

Post by BlueMaxima » 28 Jul 2010, 06:55

In my opinion this is really just classes with a different name.
Bring back...ducks!

User avatar
Lancefighter
Trained
Trained
Posts: 126
Joined: 13 Jul 2010, 04:55

Re: Perks

Post by Lancefighter » 28 Jul 2010, 07:01

Claydoe wrote:I don't completely understand what your trying to get at, but.....
That just sound a bit too constricting.
Locking Research and changing hardpoints is maybe a bit much.... :hmm:
gods no thats not what i meant!
I meant that nexus walls look different, when you research hardcrete, or whatever the base research is, you could choose ones that looked like the nexus ones (or the others, i forget if the other campaign groups had their own wall types). Basically this way you could allow the player to only research one shape of walls.. changing hardpoints, well, itd create duplicate hardpoint research in the research.txt (i think), but in my limited experience this might be the best way to allow different wall designs..

as for 'classes'.. what? explain?

Post Reply