Wrecks

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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Rman Virgil
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Re: Wrecks

Post by Rman Virgil »

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aubergine wrote:That's why wrecks would be a mod to start with, so that scripting could start, models could be tested, etc.

The log-jamming issue will need sorting out whatever happens.
I assumed it would be a mod.

To de facto merge new GPMs into the core game, at any point, no matter how cool, risks seriously underminning your MP culture. To use an American football analogy, it's akin to continuously redefining downs & the goal post location for vested MPers. As a mod, contending within new frameworks remains a challenge choice rather than a commandment issued from the proverbial burning bush.

Perhaps it will be indeed so cool a mod as to inspire the sorting out of log-jamming and associated command control issues. Such things can happen, I readily acknowledge.

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Iluvalar
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Re: Wrecks

Post by Iluvalar »

Rman Virgil wrote:.
sorting out of log-jamming.
You say that as if it was hard. :lol2:
Heretic 2.3 improver and proud of it.
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Rman Virgil
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Re: Wrecks

Post by Rman Virgil »

Rman Virgil wrote:.
sorting out of log-jamming.
Iluvalar wrote:You say that as if it was hard. :lol2:
Honestly I don't have the skills or experience to know the answer to that question.

As an end user, I believe it is a potent deal-breaker issue and deserves to be high on the priority list to solve. I also hold that its resolution will trigger WZs 180 degree about face into an expansive future of greater recognition, popularity and active participation. As it stands this issue unsolved only promotes memorable frustration and crushing disappointment which is also the answer to the question ~

What is power without control ?

If a game is at heart a voluntary effort to overcome unnecessary obstacles then you'd better make damn sure obstacles by design generate fun and are not undermined by the frustrating dissappointment of sub-optimal, basic, game world infrastructure.

I also know that there is a solution in two elite modern RTSs.

I also understand that it is clear that A* PF will never alone resolve it. You have to integrate a movement algorithm (like flock-flow).

Also know that the basis of the modern, elite, RTS tandem algo solution was inspired by this research & paper:

http://grail.cs.washington.edu/projects/crowd-flows/

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Mr T
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Re: Wrecks

Post by Mr T »

(This thread has, as some point out, been talked about before, so maybe my reflection on it also have that.)

To not "give power to the enamy", if the idee that u can gain power out of wrecks, why not be able to later in the game make the vehicles "self-destruct" with built in bombs.
The down side with this is that this could be used as "suicide bombers", if the explosion is to big.

We are also talking of HIGH tech stuff here. Can't it be that to much wreck stuff at one place become self thinking, AI, with great weapon power rising from a pile of scrap.
Suddenly in the middle of the game ONE more enemy comes in and maybe balance the game. ( I thinking that the biggest pile of crap is probebly closest the strongest defense, the strongest of the players ????? If so, a smal balance in the game ?)
( Or the AI whant more high tec, so the player with the highest tech get the AI;s most attention )
(new thread for that idea if further discussion needed)


This 2 ides is made up to not make the map drown in wrecks, alternative to just let the wrecks rust away.
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aubergine
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Re: Wrecks

Post by aubergine »

There's already a self destruct command for droids, DORDER_DESTRUCT, but it's not available from the UI. I've not yet tried it from a script to see what happens.

I like the idea of one more enemy coming in to the game, maybe NEXUS...

I was also thinking about why should sat uplink not cause NEXUS infections outside the campaign? It's easy enough to research nexus resistance circuits prior to building a sat uplink. For this reason I was also thinking about having one more enemy suddenly appear, NEXUS, but due to different reasons in that any team creating sat uplink without resistance circuits would find themselves having random units nexus assimilated...

However, suddenly spawning an extra player in to an active game would be likely non-trivial - it would probably need the scripting environment for that player to already be running since the start of the game, so all the other AI scripts have the correct constants and variables set ready to deal with it should it become active.
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