Features planned for 2.1 and 2.2 ?

Discuss the future of Warzone 2100 with us.
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Serman
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Re: Features planned for 2.1 and 2.2 ?

Post by Serman »

I think multiple turrets will ruin the gameplay completely if implemented in an official version.  Also, it doesnt look at all serious.

If its a mod, be my guest.
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Re: Features planned for 2.1 and 2.2 ?

Post by Ianator »

NEXUS would probably kick rear end in the Gamma Campaign, thanks to the player not having access to such technology until the final mission. The big black body is one of the aforementioned largest bodies, right?
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Per
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Re: Features planned for 2.1 and 2.2 ?

Post by Per »

Campaign will be unaffected by the rules changes.
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Re: Features planned for 2.1 and 2.2 ?

Post by EvilGuru »

Serman wrote: I think multiple turrets will ruin the gameplay completely if implemented in an official version.  Also, it doesnt look at all serious.
Care to elaborate on that a bit?

Regards, Freddie.
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Re: Features planned for 2.1 and 2.2 ?

Post by Chojun »

Because the gameplay is already screwed up (major) by the imbalanced tech-tree.

With a good tech-tree (referring to weapon balance) multi-weapon turrets would be quite fun...
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Re: Features planned for 2.1 and 2.2 ?

Post by coppercore »

Once you get ahold of scourge missles or gauss cannons, it really doesn't matter. Both have the same firing range as the other, with gauss maybe slightly better for reload time, and scourge better for damage.

Oh, and don't forget archangels can reach out and touch anything on almost all maps.

Mini pods are a waste in late T1 still.

The list goes on and on.

EDIT: Spelling correction.
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kage
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Re: Features planned for 2.1 and 2.2 ?

Post by kage »

scourge can also attack air, iirc, and is (eventually with the right research?) homing, so even if we allowed vtols with a speed of 1200 or so, the scourge would have a decent chance of following it back to base and hitting it on the landing pad, though i think scourge is faster than all vtols right now.
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Re: Features planned for 2.1 and 2.2 ?

Post by EvilGuru »

coppercore wrote: Mini pods are a waste in late T1 still.
Troman has been doing a *lot* of balancing work recently (as anyone who reads the commit list will attest to), with one of the things being making mini pods more useful. And they are. I often (in T1) games find myself building them.

T3 is still quite unbalanced, however its time will come.

Regards, Freddie.
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Re: Features planned for 2.1 and 2.2 ?

Post by Serman »

EvilGuru wrote: Care to elaborate on that a bit?

Regards, Freddie.
Not only will it be really unbalanced, it will also just look plain silly having two huge turrets on a tank that should only hold one.
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Re: Features planned for 2.1 and 2.2 ?

Post by EvilGuru »

it will also just look plain silly having two huge turrets on a tank that should only hold one.
Hence the reason why it is only enabled for the 3 largest bodies. It is even possible it will not make it in 2.1 due to that very reason. Having two large turrets on a medium body, however, did look *very* silly.

The balance remark however is a bit pre-emptive don't you think? I mean how can you say it is unbalanced before you have had a chance you to try it out for yourself.

Regards, Freddie.
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Re: Features planned for 2.1 and 2.2 ?

Post by HCN-Trooper »

EvilGuru wrote: Hence the reason why it is only enabled for the 3 largest bodies. It is even possible it will not make it in 2.1 due to that very reason. Having two large turrets on a medium body, however, did look *very* silly.

The balance remark however is a bit pre-emptive don't you think? I mean how can you say it is unbalanced before you have had a chance you to try it out for yourself.

Regards, Freddie.
I liked a assault gun on a Heavy cannon....
maybe all big turrets could have 1 or 2 SMALL turrets on their side... E.G. HCannon could have 2 aa Cyclone turrets ot it's side (still half the  barrels an AA Cyclone has) so a plasma cannon turret could have 2 AA lasers on it's flancks....
and this can be archieved by reaseaching imo....
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Re: Features planned for 2.1 and 2.2 ?

Post by EvilGuru »

That would be a very visually pleasing way to do it. It is just working out how to do it effectively. If anyone has any ideas about how a small weapon should be merged onto a larger one, where it should connect, how we should split it etc, please do tell!

Regards, Freddie.
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Re: Features planned for 2.1 and 2.2 ?

Post by Kayiaxo »

A lot of answers have been asked but I haven't got a definitive answer on the support of 2.0.x

Also for the netcode/sync stability wouldn't it be better to make the game on each connected player run at a fixed speed and then lock that speed ?
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DevUrandom
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Re: Features planned for 2.1 and 2.2 ?

Post by DevUrandom »

2.0: We won't officialy support it anymore. If someone wants to: It's all FOSS. ;)
But really: 2.1 should be a lot more stable and even a bit more flexible than 2.0, so if you want, you can always create an oldschool mod. *g* (Kreuvf-insider...)
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kage
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Re: Features planned for 2.1 and 2.2 ?

Post by kage »

Kayiaxo wrote: A lot of answers have been asked but I haven't got a definitive answer on the support of 2.0.x

Also for the netcode/sync stability wouldn't it be better to make the game on each connected player run at a fixed speed and then lock that speed ?
i haven't heard of anyone running warzone on an rtos (real-time operating system), so there's absolutely zero way to actually enforce that the program will get clock cycles at precise enough times to make this work, and even so, depending on it means that any one little problem causes the client to desync.