WZ & RPS Re-Balancing

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Rman Virgil
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WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Wz is an unfinished game. Even if Pumpkin had been able to properly finish what they started they still intended it to be unfinished in other ways.

* One particular area that is so unfinished it really is more aptly called "broken" is T3 balance or rather lack there of.

* There's a multitude of ways to address these deficiences.

* So make a choice !

* How about a full "Rock, Paper, Scissors" implementation ?

* I'd like to hear from vet MP players...but all are more than welcome to share their PoVs.

* What are your thoughts on this approach ? Details are a definite plus.

* Here are just a few of my research materials (on top of playing since beta, natch, & dealing with earlier attempts like "VTOL Fun Mod" & "v.1.12 Patch-Mod") which will give you a good grounding in what is at stake here:

* http://www.gameproducer.net/2006/06/18/ ... gest-rock/

* http://www.gamasutra.com/features/20070 ... u_01.shtml

* http://www.gamedev.net/community/forums ... d+scissors

* http://www.sirlin.net/Features/feature_rps.htm

- Thanks, RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* At the risk of throwing a wee bit much into the mix.....

* I am also well aware that RPS is very much tied to board gaming and that the current crop of elite RTSs has moved away from it's implementation.

* Chris Taylor, lead designer of "TA" & its present offspring "Supreme Commander" makes a good case for moving away from RPS based GPMs in RTSs... And of course, "Supreme Commander", is persuasive demonstration of this reconceptualiztion...

* There's another terrific RTS of the last couple years that has also successfully implemented Non-RPS GPMs and that would be "Act-Of-War: High-Treason" and its predecessor "Direct Action"...

* Any thoughts on this dynamic & direction ?

- RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Oh yea, I forgot to mention that the implementation of Asymetric Warfare Doctrine (AWD) GPMs (Game Play Mechanics)  goes right up against RPS ! Though I don't think Chris Taylor has ever specifically identified this in his design discussions of "Supreme Commander".... Ditto the French designers of the "Act of War" series...

* That all notwithstanding, AWD goes to the very heart of moving away from RPC based GPMs.

- RV :)
Last edited by Rman Virgil on 17 Nov 2007, 23:12, edited 1 time in total.
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Re: WZ & RPS Re-Balancing

Post by cathuria »

Hmmm -- might as well throw in a wrinkle of my own, speaking as a player, a military veteran, and a long-time devotee of grognardy wargames (you know, the creepy antique ones with paper bits all over a table).

Too often, the RPS effect is trite and annoying.  When properly employed it can create a great game dynamic, I will admit.  But it is something that I think will diminish the appeal of a game like WZ.
If balancing is needed, I would much prefer to see an implementation of the real-world Combined Arms Doctrine -- that is, the player who employs the best mix of infantry, armor, artillery, and air support (which would of course differ depending on the mission) wins.  But I suppose this would be somewhat of a nightmare for those who code the AI...

It is similar to the RPS idea only in that one cannot hope to win by concentrating on a single unit type nor by entirely eschewing any one of them.

There is already a little bit of this in the "best target" element, but to really enforce combined arms, you would -- I'm just grabbing at straws here -- at least have to beef up the tactical utility of cyborgs and anti-armor aircraft, whilst making advanced aircraft easier to shoot down and toning down the awesome might of well employed artillery (although I'll miss obliterating entire maps with nothing but a handful of defensive tanks and swarm of Hellstorms -- ah, that was why they invented subwoofers...).
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Yes, cathuria, promoting Combined Arms Doctrine in WZ GPMs has been something of a grail quest (for me anyway).

* Doing it in Campaign Mode poses its challenges, but it's VERY doable (I'm building 2200 CAM missions 50% Combined Arms Doctrine & 50% Asymetric Warfare Doctrine).

* What is the GREAT Game is achieving the context that promotes Combined Arms Doctrine in MP.

* At this point, I'm fairly certain that a nice combination of RPS & Asymetric Doctrine is achievable by design in MP gameplay.

* It's not that I haven't given Combined Arms Doctrine a lot of energy and attention as far as HOW to implement..... because I have and my solution is the Global Command Interface (aka GCI) and it's underlying SW tech.

* However, WZ's GUI Wigits & A.I. modularity esp, need much further development before they can support the "GCI" implementation which is ALL about promoting  Combined Arms Doctrine..

* In short, I donot believe CAD can be achieved with RPS or AWD or a combination of those 2 approaches.

* I'm convinced something like the "GCI" is essential to get to CAD GPMs in MP.

* Thanks for your feedback it's spured me to an even deeper clarity over what is at stake here.

* I have a mock-up & brief design doc for the "GCI" - if your interested I can post 'em here.

Cherrio, RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Just realized I didn't speak to SP Skirmish a.i. which you brought up cathuria.

* The WRP release includes Troman's AIvolution which does an excellent job along the CAD trajectory.

* Other WZ Ski A.I.s that follow the CAD modus are:

* Prometheuses H2O (aka "Water A.I.")

* NiKeR's Become Prey

* Speedy's A.I. Boost

* Becuase of the change from .wdg to .wz these last 3 have been somewhat marginalized if not entirely forgotten.

* At some point they too deserve resurrection as does the capacity to play Skirmish with up 7 different A.I. "Personalities" - something enjoyed thru the utility that began as "ModSwitcher" in the summer of '99 & later evolved into "WZS". This capacity also contributed to a CAD realization via A.i. alliances vs. the player.

Cheers, RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* ALSO - the principles behind multiple A.I. personalities that promote CAD in Skirmish GPMs can be adapted to Campaign Mode...

* In doing so you can ALSO create Mission Branching GPMs which yield tremendous replay value as much as they render CAM "walk-thru's" virtually obsolete.

* HOW ? There's many brains in this neck of the woods that can figure it out. ;)

- Regards, RV :D
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Re: WZ & RPS Re-Balancing

Post by Kayiaxo »

I know that wz is still unbalanced for the moments, but I don't think making paper-rock-scissor would be a good idea.
There are just to many combinations possible that's its hard to tell which one goes agains't which one.
I think it's better to first balance the actual tree and maybe make a few weapons specific agains't a certain type of unit/structure (ex: bunker buster).
But making all weapons the same type as the bunker buster would make the game to complicated and it would loose part of its appeal.

I don't think wz should be a learning session, but rather a game you can start with and have fun straight away without getting owned badly if you pick a bad choice of units.
The game should be easier on newbies then it is now.
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

Kayiaxo wrote: I know that wz is still unbalanced for the moments, but I don't think making paper-rock-scissor would be a good idea.

There are just to many combinations possible that's its hard to tell which one goes agains't which one.

I think it's better to first balance the actual tree and maybe make a few weapons specific agains't a certain type of unit/structure (ex: bunker buster).

But making all weapons the same type as the bunker buster would make the game to complicated and it would loose part of its appeal.

I don't think wz should be a learning session, but rather a game you can start with and have fun straight away without getting owned badly if you pick a bad choice of units.

The game should be easier on newbies then it is now.
* You have raised some pivotal points.

* ALL successful RPS implementations have this incommon: they can be gleened intuitively by the player & donot require a "decodeing bible".

* If you needed such to get a handle on WZ GPMs, an endless learning curve instead of being able to jump right in and have fun.... then, as a GPM designer, you will have failed miserably.

* Very good insights Kayiaxo. :)

- RV :D

EDIT:

* IMHO, the perfect fit, game-wise, for RPS implementation are "brawlers".

* And one of the masterpieces of this RPS perfect fit (for over a decade) is Sega Studios "Virtua Fighter" series....
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

Rman Virgil wrote:

EDIT:

* IMHO, the perfect fit, game-wise, for RPS implementation are "brawlers".

* And one of the masterpieces of this RPS perfect fit (for over a decade) is Sega Studios "Virtua Fighter" series....
* Let me pick-up on that & flatly state the obvious.

* Being intimately aquainted with both games for all these years...

* An RPS implementation in WZ could NEVER achieve the perfection of "Virtua Fighter"....

* Why ?

*  Kayiaxo already hit the nail on the head.

* The mathematical permutations are astronomical & thus prohibitive.

- RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* IMHO, the issues raised here are critical to WZ's evolving future, especially in MP.

* I'd like to take a moment here to thank cathuria & Kayiaxo for the high quality of their input. :)

* It brought back mems of the origina Pumpkin Enhancement bbs that played a central role in the content of Pumpkin's 10 Official Patches of WZ 2100 & gave us the game as we know it today - way diff than the original retail release.

- RV :D
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Re: WZ & RPS Re-Balancing

Post by Per »

cathuria wrote: Hmmm -- might as well throw in a wrinkle of my own, speaking as a player, a military veteran, and a long-time devotee of grognardy wargames (you know, the creepy antique ones with paper bits all over a table).

Too often, the RPS effect is trite and annoying.  When properly employed it can create a great game dynamic, I will admit.  But it is something that I think will diminish the appeal of a game like WZ.
If balancing is needed, I would much prefer to see an implementation of the real-world Combined Arms Doctrine -- that is, the player who employs the best mix of infantry, armor, artillery, and air support (which would of course differ depending on the mission) wins.
Oooh, another old-time card-board bits and table wargamer! :o

I agree that somehow combined arms should be given a force multiplier effect, rather than just be more of the same. Cyborgs and aircraft should be allowed more specialized tasks, perhaps. I am just not sure how to pull that off.
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Re: WZ & RPS Re-Balancing

Post by RBL-4NiK8r »

Kayiaxo wrote: I know that wz is still unbalanced for the moments, but I don't think making paper-rock-scissor would be a good idea.
There are just to many combinations possible that's its hard to tell which one goes agains't which one.
I think it's better to first balance the actual tree and maybe make a few weapons specific agains't a certain type of unit/structure (ex: bunker buster).
But making all weapons the same type as the bunker buster would make the game to complicated and it would loose part of its appeal.

I don't think wz should be a learning session, but rather a game you can start with and have fun straight away without getting owned badly if you pick a bad choice of units.
The game should be easier on newbies then it is now.
Rman Virgil wrote: * You have raised some pivotal points.

* ALL successful RPS implementations have this incommon: they can be gleened intuitively by the player & donot require a "decodeing bible".

* If you needed such to get a handle on WZ GPMs, an endless learning curve instead of being able to jump right in and have fun.... then, as a GPM designer, you will have failed miserably.

* Very good insights Kayiaxo. :)

- RV :D

EDIT:

* IMHO, the perfect fit, game-wise, for RPS implementation are "brawlers".

* And one of the masterpieces of this RPS perfect fit (for over a decade) is Sega Studios "Virtua Fighter" series....
I hate to say this but thats total BS you got to have a learning curve in any game hell I spent about 2 weeks or so going thru the tech tree and units in SupCom before I even really played the game, and this was while it was still in beta, then I spent another good week or two comming up with tactics on how to build bases what I needed most and what I could do without, and then it was a matter of testing each race vs the other race, something WZ dont have unless you add the Scavs into the mix. Basicly WZ sucked in some ways because your going against someone thats got the same sh*t as you, and tho it might be easier to pick up you still have a lot of things to learn and there is NO game out there that you can master just by playing it the first time. Sure it might be nice to have that in a perfect world, but this is not a perfect world and 99% of the time when 2 or more forces go to war they are not going to have the same sh*t. I have studyed many of battles over the years, and this just dont happen. As for as RPS goes tho the idea might be good on paper no puns intended, in real life this dont happen. One force might have better Air Support, or another might have a better Navy, and then you always got someone like China that could send a human wave of grunts at you that over run you like a Zerg Rush.

As I stated many of years ago, when I first joined NEWST this game would have been a lot better in MP IF you could play as Scavs, New Paradin and the other off branches of the game. If you look at any RTS game out there now or in the past almost everyone of them have something in common and thats the fact you can play more then one race, the only thing WZ had going for it at the time was the fact it was by far the first true 3D RTS game on the market, and tho you had games like TA & TA:Kingdoms that said they were 3D I never looked at them as 3D like WZ was, and WZ was by far better then C&C at the time. The thing is it was short lived because you had games like Earth:2150 and Homeworld that came out soon after it and both had more support the WZ did, but Earth:2150 EarthC programing code was a nightmare to play with, and you could not add new units or weapons to the game, so the MOD comunity gave up on it for the most part soon after its release.

Another game that came out around this time was Kohan that added Hero units to the game, granted this was done before, but I think they gave this a new twist because not only did you have different races you have your Heros also, and they gave you different bonus to have them in game, BUT the real neat thing about Kohan was the game flim that you got after a game it showed you all the things needed to make your game play better. So you could see how many troops you had at X amount of mins into the game vs your tech or your resources and what you needed to work on, now days almost all RTS games have this.

Maelstrom made by KD Vision Games had one of the best twist I have seen in an RTS game to day they had an alien race called the Hai-Genti thats main goal in the game was to flood the land with water, and I was beta testing this before I got into SupCom thing is Maelstrom was released by Codemasters and sadly they have yet to give any support to any of there RTS games, and in some cases this was worse then the whole Pumpkin Studio vs Eidos. I liked this game but once again you had a game that was not really MOD friendly and do to lack of support and no map editor in english I moved on to other things. 

Anyways the key thing comes down to this, you are taking RTS games not FPS where all you have to do is run around and shoot something or knife them or blow them up, in RTS games you have to learn and think about what your doing, to build your army and then go out and fight someone elses army, and if you can go about mastering it in the first few games you play I really dont look at it as an RTS game of any really long term value. With WZ it had you thinking thru out all of its tech levels and you had to learn what units to make at the start of each tech level and know how to use them the best you can, and hope in time you picked the right ones to go up against your enemy. The real problem I see and this is like any other game, in time players will see what units work best and start using them, and unless you have someone working on the game to make changes this will end up being what everyone makes.

Hell I recall when HC Python tracks were the sh*t in WZ then it went to HC Mantis track followed by HC Mantis hovers, and if you wanted to stop them you put up walls of Lancer bunkers, but I was one of the first to start using TAC(Twin Assault Cannons) mixed with Lancers and they would eat up Mantis hovers, so you had stages in the game that gave you a lot of things to learn over time, but in the end without new stuff added or old things taken out the game will get boring and people will move on plan and simple.


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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Hehe, good to see you haven't lost your instinct for bull chit detection or your touch for the intellectual jugular 4nE. ;)

* Let me expand.

* MOO3 vs Go-Mo-Ku.... that's what I had in mind about learning curves.

* A near perfect RPS implementation like "Virtua Fighter" where each character has over 500 combinations - learned all in-game intuitively and it was total fun. Learning MOO3 GPMs - NO fun.

* The distinction I was grasping for was the fun of learning in-game, in real-time. Not the absence of thoughtfullness & planning.

* Moving on (only 'cause I'm time budgeting) - what you raised about "Factions" resonates deeply & working on those very GPMs in WZ is fun. :D

- Cheers, RV :)
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Doggone try to juggle too much with my impending trip to California for the holidays - I forget to mention another illustration of our GPM goals...

* It's what I call Situational Supremecy...

* NOT supremecy through force of arms or an individual unit over another...

* As an 'ol master of Chess 4nE you can appreciate this:

* Under the right "situation" a lowly Pawn can take-out even a Queen.

* "Situational Supremecy".... it's a key GPM concept to bear in mind.

- Cheers, RV :)
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