Non-Implemented Features List. Enjoy :D
Posted: 09 Mar 2010, 04:52
For those who are curious to know a little about these non-implemented features:
Level 2/3 Wheeled, Half-Tracked, Tracked, Hovered, Legged and VTOL Propulsion: These "special" propulsion are included in-game but not used, due to balancing reasons (Too many HP ,too lighty and expensive)
Cyborg Jump Pack: Cyborg that jumps, but only implemented in 1.11. If moving, only AA can shoot them. If you have dozens of HC Python Tracks and they spot about 10 Scourge Cyborgs moving, your tanks will be doomed to their deaths because they can't shoot them while the Jump Cyborgs are moving, only if they stop moving. Same apply to bases which have tons of defense but no AA stuff. Removed in 1.12 due to balance reasons.
Jump Cyborgs Available:
Jump Bunker Blaster
Jump Heavy Gunner
Jump Lancer
Jump Assault Gunner
Jump Needle Gunner
Jump Scourge
Jump Flashlight Gunner
Jammer Tower, Jammer Turret, Jammer Tower II, Jammer Turret II, Jammer Tower III, Jammer Turret III: NEVER implemented as comented right now
Hellfire and Hellfire Emplacement: An incendiary version of the Howitzer. Enabled even right now, before implementing it, Pumpkin renamed it to Incendiary Howitzer
Devastator Missile: The Bunker Buster Missile! The bane of any defense in the battlefield! It's twice powerful than BB Rocket, but slower to reload, It have your VTOL variant too, which is more devastating. Only implemented in 1.12 patch. Removed because the art was not GPL.
Earthshaker: A SCUD-style missile launcher. Kill anything with ONE shot! Implemented only in the WZ Demo Version in GEX 3 game. You must use cheat (make all items available to use) to use it. Implemented in the Delphinio's NTW Mod as Condor Missile
Tornado Flak Turret: A twin-barreled version of Cyclone Flak Turret. Only implemented in WZ Demo Version.
Tornado AA Flak Site: The Tornado NEVER had it's structure variant.
Supergun: A big twin-barreled super cannon! Only implemented in WZ Demo Version limited to defensive role. Implemented in NTW Mod as Super Twin Cannon, but can be mounted on vehicles and it's defensive structure is a bunker, not that crappy pit.
NavaroneGun: A big bunker with a twin heavy cannon barrels. Only implemented in Warzone Demo Version in GEX 3 by via cheats (make all items available), but a LOT buggy to build. NEVER used in Retail and GPL versions.
Proximity Bomb Turret: Was only implemented in an obscure mod. A suicidal turret that explodes everything within range. Difficult to balance, so never used in an un-modded game.
Proximity Superbomb Turret: Same as the previous one, but a lot more powerful.
Dragon's Teeth: The Dragon's Teeth version of the Tank Traps (like ones that trap tanks in World War II). Enabled in WZ Demo Version by via cheat, but never used in retail and freeware versions.
Revenger Cyborg: IMHO, it's a cyborg armed with Avenger missiles for AA role. Never implemented.
Bunker Blaster Cyborg: Cyborg armed with Bunker Buster rocket. Never implemented.
Researches that were never implemented:
==================================================================================================
Cyborg Self-Repair
Automated Cyborg Repair Mk2
Automated Cyborg Repair Mk3
Defenses Self-Repair
Automated Defenses Repair Mk2
Automated Defenses Repair Mk3
Base Structure Self-Repair
Automated Base Structure Repair Mk2
Automated Base Structure Repair Mk3
Vehicle Self-Repair
Automated Vehicle Repair Mk2
Automated Vehicle Repair Mk3
These weren't implemented because the Auto-Repair reserach combine all these in one. No need to create lots of Self-Repairing researchs, a major self-repairing technology is enough.
==================================================================================================
Mobile Repair Upgrade
Mobile Repair Upgrade Mk2
Mobile Repair Upgrades. Never implemented.
==================================================================================================
High Density Base Structure Materials
The tenth base structure upgrade. Never implemented
==================================================================================================
Self-Replicating Cyborg Production
Tenth Cyborg Factory Upgrade. Never implemented too.
==================================================================================================
Advanced Repair Facility
Advanced Repair Facility Mk2
Advanced Repair Facility Mk3
Tech Three Repair Facility Upgrade. The first one was implemented in Zarel's Rebalance Mod. The last 2 ones, NEVER.
==================================================================================================
Sensor Lock
I don't have an opinion about this, but maybe an upgrade that increase sensor range
==================================================================================================
Ionizing Turbine Engine
Bonded Laminates
The last 2 vehicle/engine upgrades, but never implemented.
==================================================================================================
Laboratories: Special structures, that after you finish researching, you should build them, so they will gave you new technologies to research depending on each structures you gonna build.
Never implemented (as Zarel said) because having different research facilities for each type of research was deemed overly complex. Warzone is a strategy game, not "a research-facility-whack-a-mole game" rule.
This might be useful to stop anyone from research rushing, but people would hate this.
Laboratories available:
Cyborg Laboratory
Advanced Warfare Laboratory
Engineering Laboratory
Robotics Laboratory
Laser Optics Laboratory
Electronics Laboratory
Chemical Laboratory
Advanced Materials Laboratory
VTOL Laboratory
Electro-Magnetics Laboratory
Nanotech Laboratory
High Energy Laboratory
Enjoy the list and imaginate these stuff implemented in Warzone one day xD
Regards BP
Edit by Zarel: A few corrections
Added by BP the Laboratories, thanks for dmkp and Zarel.
Level 2/3 Wheeled, Half-Tracked, Tracked, Hovered, Legged and VTOL Propulsion: These "special" propulsion are included in-game but not used, due to balancing reasons (Too many HP ,too lighty and expensive)
Cyborg Jump Pack: Cyborg that jumps, but only implemented in 1.11. If moving, only AA can shoot them. If you have dozens of HC Python Tracks and they spot about 10 Scourge Cyborgs moving, your tanks will be doomed to their deaths because they can't shoot them while the Jump Cyborgs are moving, only if they stop moving. Same apply to bases which have tons of defense but no AA stuff. Removed in 1.12 due to balance reasons.
Jump Cyborgs Available:
Jump Bunker Blaster
Jump Heavy Gunner
Jump Lancer
Jump Assault Gunner
Jump Needle Gunner
Jump Scourge
Jump Flashlight Gunner
Jammer Tower, Jammer Turret, Jammer Tower II, Jammer Turret II, Jammer Tower III, Jammer Turret III: NEVER implemented as comented right now
Hellfire and Hellfire Emplacement: An incendiary version of the Howitzer. Enabled even right now, before implementing it, Pumpkin renamed it to Incendiary Howitzer
Devastator Missile: The Bunker Buster Missile! The bane of any defense in the battlefield! It's twice powerful than BB Rocket, but slower to reload, It have your VTOL variant too, which is more devastating. Only implemented in 1.12 patch. Removed because the art was not GPL.
Earthshaker: A SCUD-style missile launcher. Kill anything with ONE shot! Implemented only in the WZ Demo Version in GEX 3 game. You must use cheat (make all items available to use) to use it. Implemented in the Delphinio's NTW Mod as Condor Missile
Tornado Flak Turret: A twin-barreled version of Cyclone Flak Turret. Only implemented in WZ Demo Version.
Tornado AA Flak Site: The Tornado NEVER had it's structure variant.
Supergun: A big twin-barreled super cannon! Only implemented in WZ Demo Version limited to defensive role. Implemented in NTW Mod as Super Twin Cannon, but can be mounted on vehicles and it's defensive structure is a bunker, not that crappy pit.
NavaroneGun: A big bunker with a twin heavy cannon barrels. Only implemented in Warzone Demo Version in GEX 3 by via cheats (make all items available), but a LOT buggy to build. NEVER used in Retail and GPL versions.
Proximity Bomb Turret: Was only implemented in an obscure mod. A suicidal turret that explodes everything within range. Difficult to balance, so never used in an un-modded game.
Proximity Superbomb Turret: Same as the previous one, but a lot more powerful.
Dragon's Teeth: The Dragon's Teeth version of the Tank Traps (like ones that trap tanks in World War II). Enabled in WZ Demo Version by via cheat, but never used in retail and freeware versions.
Revenger Cyborg: IMHO, it's a cyborg armed with Avenger missiles for AA role. Never implemented.
Bunker Blaster Cyborg: Cyborg armed with Bunker Buster rocket. Never implemented.
Researches that were never implemented:
==================================================================================================
Cyborg Self-Repair
Automated Cyborg Repair Mk2
Automated Cyborg Repair Mk3
Defenses Self-Repair
Automated Defenses Repair Mk2
Automated Defenses Repair Mk3
Base Structure Self-Repair
Automated Base Structure Repair Mk2
Automated Base Structure Repair Mk3
Vehicle Self-Repair
Automated Vehicle Repair Mk2
Automated Vehicle Repair Mk3
These weren't implemented because the Auto-Repair reserach combine all these in one. No need to create lots of Self-Repairing researchs, a major self-repairing technology is enough.
==================================================================================================
Mobile Repair Upgrade
Mobile Repair Upgrade Mk2
Mobile Repair Upgrades. Never implemented.
==================================================================================================
High Density Base Structure Materials
The tenth base structure upgrade. Never implemented
==================================================================================================
Self-Replicating Cyborg Production
Tenth Cyborg Factory Upgrade. Never implemented too.
==================================================================================================
Advanced Repair Facility
Advanced Repair Facility Mk2
Advanced Repair Facility Mk3
Tech Three Repair Facility Upgrade. The first one was implemented in Zarel's Rebalance Mod. The last 2 ones, NEVER.
==================================================================================================
Sensor Lock
I don't have an opinion about this, but maybe an upgrade that increase sensor range
==================================================================================================
Ionizing Turbine Engine
Bonded Laminates
The last 2 vehicle/engine upgrades, but never implemented.
==================================================================================================
Laboratories: Special structures, that after you finish researching, you should build them, so they will gave you new technologies to research depending on each structures you gonna build.
Never implemented (as Zarel said) because having different research facilities for each type of research was deemed overly complex. Warzone is a strategy game, not "a research-facility-whack-a-mole game" rule.
This might be useful to stop anyone from research rushing, but people would hate this.
Laboratories available:
Cyborg Laboratory
Advanced Warfare Laboratory
Engineering Laboratory
Robotics Laboratory
Laser Optics Laboratory
Electronics Laboratory
Chemical Laboratory
Advanced Materials Laboratory
VTOL Laboratory
Electro-Magnetics Laboratory
Nanotech Laboratory
High Energy Laboratory
Enjoy the list and imaginate these stuff implemented in Warzone one day xD
Regards BP
Edit by Zarel: A few corrections
Added by BP the Laboratories, thanks for dmkp and Zarel.