WZ & RPS Re-Balancing

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Rman Virgil
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* Achieving Situational Supremacy NOT contingent on sheer force of arms or one unit-type over another is THE challenge in WZ MP GPM development, IMO.

* Like CAD, RPS & AWD, "Situational Supremacy" (as i've defined it) can be created as a player opportunity to excel in Campaign Mission Mode scriptomatically.

* Again the question arises: HOW to achieve the variety & intricacy of CAM GPM opportunities in MP Mode ?

* We have unfolded the HOW's of CAD, AWD & RPS....

* BUT what about creating GPM opportunites that allow for Situational Supremacy NOT contingent on sheer force of arms or one unit-type domination over another type ?

* Any thoughts on that challenge ?

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

Post by Rman Virgil »

Rman Virgil wrote: ----------->

* Achieving Situational Supremacy NOT contingent on sheer force of arms or one unit-type over another is THE challenge in WZ MP GPM development, IMO.

* Like CAD, RPS & AWD, "Situational Supremacy" (as i've defined it) can be created as a player opportunity to excel in Campaign Mission Mode scriptomatically.

* Again the question arises: HOW to achieve the variety & intricacy of CAM GPM opportunities in MP Mode ?

* We have unfolded the HOW's of CAD, AWD & RPS....

* BUT what about creating GPM opportunites that allow for Situational Supremacy NOT contingent on sheer force of arms or one unit-type domination over another type ?

* Any thoughts on that challenge ?

- RV :)
* Dogged I am.... I think I may have figured it out.

* It's K.I.S.S. elegant & I believe, subject to extensive play-testing, renders RPS re-balancing moot.

* Here are the pieces:

* ECMs

* Asymetric Doctrine GPMs

* Gambit GPM opportunities

* Tech "X"

* The last, "Tech X", is something I discussed extensively elsewhere. It's VERY simple, comes from currently implemented RL Military Tech, is thoroughly consistent with the Post Nuke Holocust WZ world and cuts through all the mathematical permutations & complexities of trying a RPS implementation in Wz in one fell stroke...

* What IS "Tech X" ?

* If you haven't figured it out by the time I get back from California next week... well then, in the spirit of transparency, I'll reveal it. :)

* Till then, happy holidays (if you celebrate Thanksgiving), happy gaming, happy creating, happy codeing....

- Peace-out, RV :D
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Re: WZ & RPS Re-Balancing

Post by RBL-4NiK8r »

Well I never got into MOO3, but I did find one thing I liked about the DEV's concecept of the game and that was the 4X system (eXplore, eXpand, eXploit, eXterminate) but they wanted to do one better with a 5X system with eXperience being the 5X. Now to me this just about fits most RTS games and what is needed to be done to win, and though you might have a different order as to how you get the job done overall thats the basic once the game starts.

Now for me turn based games are boring BUT I can see that this could have been fun in its day, just that its day has pasted but the 5X system of what you need to do in any game has not. The thing I see though is that it must have had a vast tech tree with lots of things to learn Biological Sciences, Economics, Energy, Mathematics, Physical Sciences and Social Sciences were your 6 basic fields to open up new tech, and in someways thats what WZ DEV's might have wanted to do at the start with the different types of tech labs that had planed for the game, but never made it to the final cut.

One of the comments I read about MOO3 stands out to me.
Playing MOO III was commonly compared to "Doing your taxes" and often described as being about as much fun. This was due to much of the game being presented in the form of spreadsheet-like interfaces: more graphs than graphics.
This is more then likely why I never got into the game back in its day, not that I dont like the learning parts of a game, but there was little reward in visuals after you learned the basics. Anyways this kind of game would not cut it in todays gaming realm, this is also part of the reason why most RTS games dont really pull others away from FPS or MMORPG's. See first off in most FPS all you need to do is pick up a gun and shoot, now sure you might need to learn a few different types of weapons and what is the best for long range or CQB, but over all it only takes a few games to figure out what weapons you like and a few more on how best to drive most of the vehicles in game. Now while your learning these things most likely your also learning most of the maps you will be playing on so by right with in 2 weeks or so you should have the basics of the game down, and if you have any gaming skills by the 3rd week you should be out pwning on the battle fields, BUT as with most FPS being solo is not that much fun so you need to hook up with others that have better or equal skills as you.

As for MMORPG's the learning curve on these could be as long as you play the game, and kind of like most RTS games you need to learn the classes or races your going against as well as the weapons, but the real differnce here is the fact that when you go to battle you have a vast army of real people that can do just about anything to throw the other side off. I take one battle in the old days of RYL where another guild went around the whole day fighting naked with no armor. Now that might sound like a dumb idea overall, but I nearly fell out of my chair when I saw them come into the area my guild was leveling at, and attack us. The key thing here is some of the battles were huge and lasted for hours over a few different maps depending on what game I might be playing, and you had to have good leadership and tactics thru out the battles. The key thing here is if you have a good game with good support it will always be changing so things dont get boring.

Now with RTS games you need to be good with everything about the game, you need to know the weapons systems how to get them what is best for the map or tech your starting on, where the resources might be on the map, where the enemy is and where he might set up a 2nd base or even a 3rd if you get him out of his main base. One of my favorite tactics on some of your bigger maps like Concrete was to play them in T1 and send my first trucks out as close to my enemys base as I could to get any oil that his was going for in the first 10 mins of the game, then I would send a second truck to cap all the oil and by the time the first one got close BUT not to close I would have MG bunkers ready to put one or two up near oil wells close to my enemy and then layer my defense back to my base. No I didnt do this all the time, sometime I would just close off choke points to my areas of the map that I wanted like all the other 6 bases that he or I was not at. I can recall games that it took a good 10-15 mins before I saw the first sign of my enemy so to me they forgot the first X and thats eXplore, so they ended up losing. Anyways I will get into more of this later I gtg.

4nE
I've created "something that kills people." And in that purpose, I was a success. I've done this because, philosophically, I'm sympathetic to your aim. I can tell you, with no ego, this is my finest sword. If, on your journey, you should encounter God, God will be cut.......Hattori Hanzo
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Re: WZ & RPS Re-Balancing

Post by Deus Siddis »

I agree whole-heartedly that Situational Supremacy should be the focus of any future rebalancing of WZ. But I think this needs to be accomplished by future development of the physics engine to actually simulate those situations.

As an example using my limited understanding of modern military weaponry, let us take an american apache gunship. The/a situation where such a platform can be at its best is at low altitudes over rolling hills type terrain that lacks total tree cover, against armor. The Gunship is faster than a tank and less easily impeded, while still being able to remain stationary in a hover (unlike most other fixed wing aircraft), allowing it to make better use of large cover like tree-lines or hills than the tank can.

But if the two were fighting in an open, desert environment, the apache might just be a more visible (both visually and radar wise) target, with greatly inferior armor and it would also make a more expensive loss than a simple tank.

The Apache also does very poorly against infantry in an urban environment. This smaller, denser cover provides excellent protection for infantry, while providing none for the gunship, making the tank once again a better (but probably still not the best) choice for this scenario.

Now notice that in these examples, we are not talking about weapon-type-vs-armor-type modifiers or abstract accuracy calculations. This is line-of-sight based detection, pure durability (the gunship has no greater resistance to anything over the tank and is in fact far weaker) physical movement and collision detection (no more of ordinance magically traveling through hills to hit a target). So like I said earlier, these changes need to come from major upgrades to the game's physics engine, not by adding an arbitrary, purely mathematics-based rock-paper-scissors system which is somewhat retro, not in WZ's RTT style and in fact extremely boring when compared to the more realistic simulated situational supremacy system for unit balancing.
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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* @ 4nE: As always your input is invaluable.

* No ifs ands or butts, 4nE. You're gonna have to at least Beta for us. We won't take no for an answer ! ;)

* @ Deus Siddis: That would be lovely, just wonderful. However, it is presently outta scope - that is in the immediate future. Down the road, further-out, well that's another story.

* But understand this, MAJOR work has been done already on the engine & is proceeding to as close to state-of-the-art as is possible with a working release in the near future.

* Ditto as with 4nE - when we to get to an open Beta having you help us in that capacity would be a real asset for us. At least take it under consideration. You need not respond at this time.

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

Post by RBL-4NiK8r »

Deus Siddis wrote: I agree whole-heartedly that Situational Supremacy should be the focus of any future rebalancing of WZ. But I think this needs to be accomplished by future development of the physics engine to actually simulate those situations.

As an example using my limited understanding of modern military weaponry, let us take an american apache gunship. The/a situation where such a platform can be at its best is at low altitudes over rolling hills type terrain that lacks total tree cover, against armor. The Gunship is faster than a tank and less easily impeded, while still being able to remain stationary in a hover (unlike most other fixed wing aircraft), allowing it to make better use of large cover like tree-lines or hills than the tank can.

Well tanks can use cover but they can really use cover from Apaches do to the fact they have thermal site and can find the tanks heat scource from miles away, oh and this cant really be masked. The biggest risk to coppers is AA fire, SAM's and fixed wing jets. 

But if the two were fighting in an open, desert environment, the apache might just be a more visible (both visually and radar wise) target, with greatly inferior armor and it would also make a more expensive loss than a simple tank.

Well this is not totaly true, first off the Apache can fire on tanks well outside of basic visual range to the tank with Hellfire missiles, not only that the tank lanks and real AA abilitys, sure IF they have infantray support theres a good chance someone might have a Stinger ready, but that too has less of a range then the Hellfire, and it needs to get a lock on before you fire it, not an easy task in the heat of battle or if you have no clue where you are taking fire from. Now on the plus side for tanks against other tanks they can for the most part engage other tanks or vehicles at max range, its not uncommon to see shots out to 3 miles in the desert something you wont see in urban settings. As for moblie radar tanks dont really have this, and though this is used to some degree in the field, Airborne Warning and Control System or AWACS is better, and the best would be Joint Surveillance Target Attack Radar System or Joint STARS. Now AWACS can see vehicles on the ground as well as in the air, but as I recall terrain can and will limit what it can do. Now Joint STARS on the other hand will lock in on damn near anything thats moving and this means people to, the bigger problem here is that at times you could get to much info and not be albe to react to all of what your getting.

The Apache also does very poorly against infantry in an urban environment. This smaller, denser cover provides excellent protection for infantry, while providing none for the gunship, making the tank once again a better (but probably still not the best) choice for this scenario.

OK not to be picky but the only reason this is because FIRST they have to make sure the target is enemy target, IF they knew everyone down below was enemy they would not be in most of the sh*t, also here the height plays a big part of taking ground fire, and this is what makes the over all bigger problem, see if they gunship is up around 3000-4000 feet they could still target the enemy, BUT it would be a lot harder to see who was friendly while doing so, and killing friendlys in battle is not the way to win the hearts and minds of the people, then again if that dont matter infantry would be toast.

Not for people with moral values in life

http://www.aviationexplorer.com/apache_gun_footage.htm

http://shock.military.com/Shock/videos. ... 77&page=10

If you look around on military.com you can find a lot of urban Apache videos the thing thats most common is that most of them are at night this is where and when they hunt the best. I had a buddy of mine from Fort Hood a number of years back sent me a few videos and one of they were of a couple screwing in a car, the pilot and gunner flimed about 20 mins of this and they were less then a mile away, and the couple had no clue they were making someones day.


Now notice that in these examples, we are not talking about weapon-type-vs-armor-type modifiers or abstract accuracy calculations. This is line-of-sight based detection, pure durability (the gunship has no greater resistance to anything over the tank and is in fact far weaker) physical movement and collision detection (no more of ordinance magically traveling through hills to hit a target). So like I said earlier, these changes need to come from major upgrades to the game's physics engine, not by adding an arbitrary, purely mathematics-based rock-paper-scissors system which is somewhat retro, not in WZ's RTT style and in fact extremely boring when compared to the more realistic simulated situational supremacy system for unit balancing.

The gunship is only weaker IF its caught on the ground, but in the air it is by far much a better weapon system, but a much more costly one at that. Now dont get me wrong I kind of know what your trying to get at here, and I agree with that to some degree. To me something like a gunship would have to cost more then say a tank, and maybe take longer to make, do to the fact one gunship could very well take out 16 tanks and maybe close to that many support vehicles before it would have to go back and reload and fuel up, to me thats really where you find your weakness in the gunship, when they have to leave the battle field, but in this day an age they would be replaced by other units in the air till they got back. Deus Siddis good job but bad weapons systems to compare against.
Anyways the way I see this is that things need to be looked at from more then just weapon X vs weapon Y, and you have to take a look at the over all playing field, I really dont like the RPS values, sure they might be good to work on a basic system, but its more then just a basic system that needs to be playable at the end of the day when it comes to balance. From my POV you cant gave player A any real edge just because they started playing today, and player B has been with the game from the begining or can you ? Well in Earth:2150 I think that you could adjust how fast each side spent resources, where the noob could get more for less, and the vet would have to get more just to get a little. The other thing would be the tech tree, do you give the noob basic T1 and the vet nothing, or do you take the noob right to T2 and make the vet really work for it. To me that would add new insight to the game, because not always do you have even forces as I have stated before. Now would it be fair to take someone on that started with T2 and me starting in T1 ?  IDK, but it would be fun, one of the maps I had been making many years ago was for a 2 vs 4 battle where the 2 had a full base set up for them along with defense, BUT not to the point that it was a turtle from hell. The idea was that the 4 would start out with nothing and would have to find there oil, and work together to take out the 2. Only problem was that I could not really find other that liked the idea, hell it was a hard sell to get people to play NiTeMaRe the way I made it to be played. If that was played with 2 WaterAI's at the time with a full base and you had 3 players on top and bottom of the map you were in for a hell of a battle, I know this, because it took me hours to finish solo, and I knew where all the targets where :o)~

Well I wanted to get into some more sh*t, but I got other things to do, and as for Beta testing RJ, do you really have to ask, come on now, I ran Beta testing for how long with NEWST and P2, dont make me dig up Beta testing rule #1 and my finger smileys, oh and for you new people that dont know me, I really am a nice guy, even though at times I might come across as a total @$$h013, and if you cant take a joke dont read my posts, because I am full of vitriol.


4nE
I've created "something that kills people." And in that purpose, I was a success. I've done this because, philosophically, I'm sympathetic to your aim. I can tell you, with no ego, this is my finest sword. If, on your journey, you should encounter God, God will be cut.......Hattori Hanzo
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Re: WZ & RPS Re-Balancing

Post by Deus Siddis »

Rman Virgil wrote: @ Deus Siddis: That would be lovely, just wonderful. However, it is presently outta scope - that is in the immediate future. Down the road, further-out, well that's another story.
Actually it wouldn't have to be. A physics engine upgrade, rebuild or replacement should be a 2.3 target, instead of 2.3 being focused on the campaign and campaign features, imho. And it would not be a gigantic upgrade either, just enough so that unit abilities and balancing is based mostly on 3D environments and physics instead of just resistances to particular weapon types and that rock-paper-scissors kind of balancing. A few relatively non-state-of-the-art improvement might grant this:


1) 3D Collision Geometry:

All collision detection is done at a 3D level. Units use collision boxes or more complex pre-modeled and imported collision geometry to determine what space a unit occupies, when it has collided with another unit and when it has been hit by a weapon (no more 2D circles). Ordinance must not be allowed to pass directly through terrain as it can in the current build either, unless it is specifically allowed to do so (like bunker busters, neutron bombs, etc).


2) Line of Sight Detection:

The engine draws lines between units' midpoints or the vertexes of their collision boxes to check for line of sight. If the line is intersected by the collision geometry of another unit/structure or at least the terrain mesh, then the units will not be able to see each other, even though they may be within each other's sensor ranges. Special detector turrets that use satellite reconnaissance might bypass this check and be reliant on range only, but this would apply for everything else.

With this addition, terrain becomes a much greater tactical and strategic variable. You might hug your tank column around a mountain cliffside opposite an enemy base or navigate them through a valley to evade detection until the last moment. Or fight king-of-the-hill style conflicts over key mountain summits where you might then build a listening post and hardpoints more effectively protect the surrounding area.


3) More Individual Unit Physics Variables:

Different propulsion systems and perhaps chassis' should be able to climb different grades of slopes like hillsides or near-cliffs (as well as a at different speeds as is currently implemented). Many weaker or normally slower units could gain great tactical or mobility advantages by scaling terrain that other units cannot directly reach.

Different turrets should have different ranges of vertical training which when combined with the different turret turning speeds (already implemented), ordinance spread cones (already implemented) and ordinance travel speed (easily if not already implemented) would replace an arbitrary Anti-Aircraft ability. All weapons could shoot at aircraft, it is just a matter of how well they could hope to hit them. These would also eliminate the need for some weapons being more or less damaging against cyborgs, ground vehicles and air vehicles.

It would just be a matter of Delivery Method Vs Simple Damage. Smaller and/or faster targets would more easily evade weapons with slower turrets, slower ordinance, less guidance or less splash damage and area effect. Larger and stronger targets could more easily suffer difficult to evade but lighter damaging weapons because they just have more hitpoints in the first place.

But understand this, MAJOR work has been done already on the engine & is proceeding to as close to state-of-the-art as is possible with a working release in the near future.
If the WRP's progress sticks anywhere close to its roadmap, it will be an aggressive project indeed.
Ditto as with 4nE - when we to get to an open Beta having you help us in that capacity would be a real asset for us. At least take it under consideration. You need not respond at this time.
Out of curiosity, when is this open beta?
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Re: WZ & RPS Re-Balancing

Post by Deus Siddis »

Well tanks can use cover but they can really use cover from Apaches do to the fact they have thermal site and can find the tanks heat scource from miles away, oh and this cant really be masked. The biggest risk to coppers is AA fire, SAM's and fixed wing jets.
Also, the tanks cannot move over cover, making the cover an obstacle as well. A blessing and a curse, for the tank, mostly just a blessing for the gunship.
Well this is not totaly true, first off the Apache can fire on tanks well outside of basic visual range to the tank with Hellfire missiles, not only that the tank lanks and real AA abilitys
Woops, I meant to say armored ground vehicle/platform, not tank. Basically one of those armored ground vehicles could have a dedicated anti-aircraft weapon system in place of a 120mm cannon and some heavy machine guns. Since it rests on the ground and can be heavier, it can also carry more cool stuff like anti missile interceptors / directed energy defenses and the like.
OK not to be picky but the only reason this is because FIRST they have to make sure the target is enemy target, IF they knew everyone down below was enemy they would not be in most of the sh*t, also here the height plays a big part of taking ground fire, and this is what makes the over all bigger problem, see if they gunship is up around 3000-4000 feet they could still target the enemy, BUT it would be a lot harder to see who was friendly while doing so, and killing friendlys in battle is not the way to win the hearts and minds of the people, then again if that dont matter infantry would be toast.
This is not entirely true, case and point being vietnam. Now instead of friendly buildings as cover, you have trees and brush. At 3000-4000 feet you will not see infantry crawling through cover, be it flora, caves/tunnels, debri or (if they are careful) an urban environment that the gunship is allowed to go all out on. Note that I am talking about a gunship here, not a heavy bomber. Knowing friend from foe is not absolutely necessary, but with the limited firepower a gunship can carry, knowing where something is, is basically necessary.
If you look around on military.com you can find a lot of urban Apache videos the thing thats most common is that most of them are at night this is where and when they hunt the best. I had a buddy of mine from Fort Hood a number of years back sent me a few videos and one of they were of a couple screwing in a car, the pilot and gunner flimed about 20 mins of this and they were less then a mile away, and the couple had no clue they were making someones day.
That doesn't sound like the kind of thing they do in the middle east, so I am guessing those were citizens they were spying on; soon no one's privacy will be safe, big brother will be peering into everyone's bedroom through the nightscope of a gunship (yes of course they can afford that many gunships, they're the government, lol) :o

Note however that if instead of two hot sweaty lovers in a car you had two focused infantrymen behind good cover with their own thermal imaging, light amplification, satellite observation, radar, etc. and a ground to air weapon system, the gunship then might be the fiery hot center of attention. ;)
The gunship is only weaker IF its caught on the ground
No I meant literally, physically weaker. Like if you hit each with an RPG, which one would be the least operational, on average. The gunship has alot more mobility, yes, but durability, no.
To me something like a gunship would have to cost more then say a tank, and maybe take longer to make, do to the fact one gunship could very well take out 16 tanks and maybe close to that many support vehicles before it would have to go back and reload and fuel up,
Assuming none of those vehicles possess state of the art or near future defense systems, effective anti-aircraft systems or terrain and cover that is to their advantage, then sure. But a tank might be able to take out 100 before it needed to re-arm and refuel, though it would also take longer to get into action and back, being significantly slower than a chopper.
Deus Siddis good job but bad weapons systems to compare against.
No, I think it was more a bad choice in describing what the gunship is up against. One or more armored ground vehicles with surface to air weapon systems, perhaps anti-missile active defenses and sporadic infantry with one-to-two man operated surface to air missiles. I apologize for my lazy or rushed shorthand.

Coming back to the situational thing though, I am not saying the gunship is a terrible weapon, it is awesomely effective when used under the right circumstances. But if you throw it against a situation it is not meant for, then its effectiveness might not match up to its cost. A good player should use a different unit for that situation or try to use tactics that make the situation more akin to the one where that unit stands the best chance or kicks the most ass. And that is the kind of direction I think WZ should go for.
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Re: WZ & RPS Re-Balancing

Post by IndiaZer »

I am so glad that I visited this topic and read the discussion.,i gather some information that I really need.
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

IndiaZer wrote:I am so glad that I visited this topic and read the discussion.,i gather some information that I really need.
.Cool..... it is good to hear. Thanks for taking the time to share that. :)

What was discussed about Balancing-RPS here was carried forward in the broader context of the Total Design of an RTS in the
following thread called The Future of RTS: viewtopic.php?f=8&t=2432&start=0

Of particular importance that was missing in this earlier discussion on Balance-RPS was the design of User Interfaces informed by the brain
sciences of "Cognitive Task Analysis", "Psychological Flow States" and the embodied brain's elastic capacity for neurological "Body Mapping".
In other words, RPS types and stats are only part of the game play balance matrix. For example - the Research Mechanic should not hinder combat game play in any way - which is too often the case and can be directly attributed to a cumbersome User Interface that in turn can be exposed through CTA or Cognitive Task Analysis. That too is a critical form of "Balance", IMO...

Another topic more fully covered in the newer thread is how to develop "Asymmetric Combat Opportunities" in game play. The classic game example of that would be the "Queens Gambit" in chess.

As far as applying all this to WZ 2100 in the most KISS & practical way, here is my last postulation.
- What could be helpful is if your Combat Groups where identifiable and could be maneuvered on the Mini-Map..

- For example..

- You have 3 Combat Groups: #1, #2 and #3.

- You see those #s on the Mini-Map and can do the following: set-up way points, patrols, coordinated offensive maneuvers from
multiple vectors and at varying velocities..

- Basically, this is how 21st Century RL Military OPs are executed. It's called "C3" for "Communications, Command, and Control". IMHO it would be an elegant way to introduce such a game play mechanic into WZ.

- You would be re-assembling what's already there and you wouldn't even need a new GUI. Neat. 'Course it could be further refined
once BetaWidget-LUA is fully implemented utilizing one of Elio's fine UI prototype / mock-ups...

- This would also have the side benefit of relieving some of the bogus switch-tasking strain of attending NON-combat tasks while
trying to control a major offensive. As I have said elsewhere -

"I think the switch tasking excessive to the point that it degrades the battlefield aspect of the game which for me is the #1 experience that all other features and GUI's should serve to enhance."
I am presently in an implementation phase with a project based within WZ 2100 and also an original strategy game project that is very different.

All these discussions have had a direct, and essential, impact on what I am doing with those projects.

In closing - I wish you the best, IndiaZer, in whatever your doing in this area.

Regards, Rman :)

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Re: WZ & RPS Re-Balancing

Post by stiv »

I am so glad that I visited this topic and read the discussion.,i gather some information that I really need.
.Cool..... it is good to hear. Thanks for taking the time to share that. :)
Bah! Posts like that are usually from someone trying to do a little search engine optimization to get their name or site out on the interwebs. Notice the link which accompanies that "I'm so glad..." post.
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Re: WZ & RPS Re-Balancing

Post by cybersphinx »

stiv wrote:Notice the link which accompanies that "I'm so glad..." post.
Notice the absence of the link. :ninja:
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Re: WZ & RPS Re-Balancing

Post by Zarel »

Also, it wasn't that informative. The whole thread was basically "Some games use RPS style balancing, and some games don't"

Which, by the way, isn't true. As Sirlin (who you link to) points out, effectively all strategy games use RPS style balancing. It might not be direct like "this unit beats this unit beats this unit beats the first unit", but there's always an element of "this strategy beats this strategy beats this strategy beats the first strategy" - if there were one "best" strategy, everyone would use nothing but that (witness 2.1 balancing - everyone used nothing but mortar).
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Rman Virgil
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Re: WZ & RPS Re-Balancing

Post by Rman Virgil »

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Wow... had no idea I'd be reading such pillory upon return. I guess these are the equivalent of "hot button issues" for you all.

Perhaps I should have assumed the poster was a liar, had only disagreeable ulterior motives for registering, then digging up this
thread instead something innocuous in the Lounge (like "What's your favorite Music") and that this discussion itself was
near worthless to boot and thus ignoring it all would be the best option. You live and learn every moment above ground, that
being more goal than judgment. But being wrong is no biggie really. Being in the wrong place can be hugely enervating...

Hmmm... to say these last posts are mainly snark is of little value (unless you have the talent of Juvenal to make it at least
relentlessly amusing. Even then I prefer the satire of Swift which is indeed superior in every way, but that's another story)....

It's interesting that what I had to say in my post specifically on the greater context of this thread's topic was not spoken to in any way,
shape or form which is an indicator itself, I would say, of a disingenuous motivation or pure ignorance of the subjects raised or
both.. Convenient if your single minded purpose is to erect a straw man to take apart or use the occasion as an opportunity for snark..

Returning to World Cafe where "discussion" of this ilk is rightly recognized for what it is - anathema to any worthy achievement,
innovation or authentic generative community.

Carry on with all you know, I will forbear engaging henceforth.

Cheers, Rman :cool:

BTW - RPS, adapted from board games to comp games, is a technique originally invoked to deal with the limits of processing power to
sim real world experience. Supreme Commander is a good example of a game starting to implement that insight and moving away from
RPS in RTS being central to balance. If you wanna argue that point take it up with the Lead Designer of SC, Chris Taylor... O_O
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.EDIT: Minor spelling corrected is all I changed. Stuff like that bugs me. As for the sentiments, still believe I called a spade a spade &
feel no need to pursue this line any further. So letting it drop to oblivion is cool. This topic already served it's original purpose as an
infectious meme - like much of what I post. Levels of the game, you could say. Since most coders are on linear lock-down, analogical gifts are
little understood, let alone appreciated for their elan vital... :ninja:
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Last edited by Rman Virgil on 06 Jun 2009, 18:23, edited 3 times in total.
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Re: WZ & RPS Re-Balancing

Post by cybersphinx »

Link-spam is quite frequent here, and I usually delete it quietly. But since the discussion already mentioned the link, I didn't want to remove it without any indication.

The favourite is "Feedback", by the way, since you don't need to register to post there. But the "very few posts of very little substance, and a completely unrelated link in the signature"-variant is also not unknown.