Give the Scavenger a bigger role

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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Mr T
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Give the Scavenger a bigger role

Post by Mr T »

Where do people come from ? (my mom have had THAT talk with me and told me where people/babys come from, so NOT THAT question :-) )

Made a map and a scavenger base with a factory, but it seems that they mostly produce vehicles, not people. (?)

I have an idee about a game map, "taking over Las Vegas". It's here I want bigger control over the scavengers.

A map with 4 players, each starting in each of the 4 corners of the map, and a big city in the middle (don't have to bee Las Vegas), filled with scavengers.
To not make the scavengers to tuff in the beginning of the game, I want just scavengers people at the outer part of the city, and as closer the players come to the middle (the center of the town), and also can start engaging each other, the harder the scavengers get. The scavengers factories produce more vehicle (not people), even vehicle with bigger armor (a function to be abel to set the buildings, and the producing vehicles from the factories health to bigger than 100%).

If the scavenger get more "function", there role in the game will grow, and they can son be a bigger part in the game, a bit like the sand worm in the game "Dune 2000". The worm attack (and kill) all players. Even make the scavengers base outside the map, so it always be a annoying threat.


Also...

It's said that its not possible to play as scavenger, and to produce scavengers vehicles even if u start out with a factory. By letting the player play as scavenger, the game will be more "basic war", not so much "how invent out the best gun first".

(Found this video and think it would be fun to drive around in the excavator the scavenger have :-)
http://www.youtube.com/watch?v=XC-HVr12pE0 )

So;
* control over the scavengers production in there factories when making a map.
* Make it possible to change the health of buildings and the producing vehicles (and people)
* Make it possible to play as a scavengers and to produce scavenger people and vehicles.

Thats my suggestion. (A small game inside the game.)
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Merowingg
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Re: Give the Scavenger a bigger role

Post by Merowingg »

May I shout The Scav for the president! when I see the title? :)

But I agree there is very few of those litle screaming people :) Maybe some program of protection from nuclear results for future scav mothers? :3

Ok enough joking, I agree with Mr T

By the way, Mr T the actor who played in The A Team series?
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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aubergine
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Re: Give the Scavenger a bigger role

Post by aubergine »

I'd very much like to see a T0 tech level where player can start with scavenger tech and then slowly progress to more advanced tech. This would let players start of as scavs and then evolve in to the more advanced stuff later.
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Mr T
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Re: Give the Scavenger a bigger role

Post by Mr T »

Merowingg : :-D
No, I'm not That Mr T :-) Im much paler, wrong cooler so to speak :-)
(T stands for a name Americans can't proneness, therefor the shortening :-)

aubergine : great idee !

But why start at low tech level.
Why not just make it possible to not only tell with Base level to start at when starting up a server, but also be abel to chose tech level in more detail (if the admin for the serve can cope and want that. Some kind of default must exist like today.). Even be make it possible to stop at some tech level, not only controlled by the server but also controlled by the maps. For example, some map get really boring after a while with the "mortar", "rocket battery","VTOL" or other stuff. By making it possible to control the inventions, the game of some maps can be more fun (I think, don't you all think so to ? ).

When starting up a server, be abel to have one more option near the "Base" option, where u can get a screen with the tech tree, with all the invention.
Inventions marked green with is already invented (if u for example have selected "Start with Advanced Bases"), and inventions not allowed in the game (by the admin for the server, or recommended not to use by the map maker) are marked red. (If it possible, the red making would also mark everything that are depending on the invention clicked on as red, but that can come in later version :-) )
Click and the color change, green. Click again, red and click back to "no color". Visible simple and easy to get.
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Mr T
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Re: Give the Scavenger a bigger role

Post by Mr T »

Merowingg wrote:But I agree there is very few of those litle screaming people :) Maybe some program of protection from nuclear results for future scav mothers? :3
About the screaming people, most of them drive the vehicles - I think. Would be nice if that after every blown up vehicle wreck come out a little guy starting to shoot :-) (Now they probably died inside the vehicles)
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aubergine
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Re: Give the Scavenger a bigger role

Post by aubergine »

For me I wish the tech levels went something like this:

Tech level 0:
...1. Human infantry (scav soldiers)
...2. Scav ground vehicles

Tech level 1:
...3. Cyborgs (the smaller ones)
...4. Scav helicopters
...5. Tanks: Wheeled then half-tracks

Tech level 2:
...6. Super Cyborgs
...7. Tanks: Tracks then Hovercraft

Tech level 3:
...8. VTOLs
...9. Mechs

Tech level 4:
...10. Wyvern/Dragon tank bodies
...11. Laser Satellite

So basically you get a more natural progression in the game, with each subsequent step aimed at better dealing with the previous step. Base defences would follow a similar path, eg. starting out with wood/tire scav walls, then bunkers, towers, etc., getting stronger and more powerful as time progresses.

The cost & production time of each stage would be a sudden increase. So while a cyborg might be good at killing off a 10 scav soldiers or 5 scav vehicles, it should work out same in terms of overall cost / time to produce. Thus a player who's not got cyborgs doesn't instantly lose the game if their opponent gets cyborgs.
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Mr T
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Re: Give the Scavenger a bigger role

Post by Mr T »

aubergine - If u throw in the ability for the admin or the map maker to stop the tech level at any point also I press the "like" button right away (If I can find it).

:drinks: :yahoo: