Zarel wrote:...although this is just excessive. You do realize you can start games in T3, right? Turtling and researching up isn't very fun unless you have to defend against people who use different strategies. If everyone does it, it's just a waste of time.
Unless you play with very limited oil, so you have to be careful in choosing what to research. But too many people I see who want to play with build times above half an hour also play on maps with tons of oil, defeating the whole point.
Hm, you're right about starting the game in T3; we have played with a T2 starting base mostly (realized it just now, sorry about that :rolleyes: ), so i guess that if you start with T3, the gameplay gets faster anyway. As for using different strategies, I have found out during my playing, that players, who DON'T HAVE an extensive knowledge about the existing research options, requirements, body types, propulsions, structures and weapons, tend to make different types of vehicles, bases, defenses etc. depending on their structures (more on this a bit later), their sequence of research, and so on; so for instance one player had fully upgraded & very tough base structures but only medium body vehicles with medium weapons, while another one had weak base structures and only the basic bunkers built while he had heavy body VTOL bombers... But once the players go PRO, they probably study the research & build tree extensively and then they all go for the same basic sequences, which have proven the most sucessful (build this, then that, to get this for doing that).
So to recap: judging from my my playing expiriences so far players, who aren't very expirienced in the game mechanics, tend to play quite differently from one to another; I'm just trying to remind all the proffessionals, that such players also exist and they deserve the option to have so many different choices of playing.
Zarel wrote:One of these days, I'll make an "original 1.10 balance" mod.
I'm very happy to hear this; in this way players who would like to play the "vanilla" version of Warzone (for whatever reason), will get their chance & wish; that's a great idea IMO.
Zarel wrote:Regardless, why do you want structure requirements in the game? They're confusing for newcomers, since the research tree doesn't seem to be based on any prerequisites other than other research. Some of the developers only learned that technologies can have structure requirements when they read the changelog for Rebalance. This makes it so some players never find some technologies, if they never bother to build the corresponding structure. And some of these technologies are fun, and those players might never be able to experience the wonder of, say, Cyborg Transport.
Could you explain what exactly you like about structure prerequisites? I don't want to remove them if there's a good reason they should stay, and I would greatly appreciate if you could give me one.
THIS is exactly the thing i talked about earlier: players who literally "don't know what's waiting around the corner" and don't have an extensive knowledge of the game mechanics, will build & research different stuff at different stages in different ways and so get different configurations and results.
I realise that you may think that this is unfair for some players (especially new ones), as they lost just becouse they didn't build one structure and so didn't get some other upgrade. But hey, that's the point of playing a game with 4000 + different possibilities xD You have to get so intrigued by the question "Hm, I wonder what I could build or do if i had made THIS before/after/instead of THAT?", so that in the next game you go: "Ok, i made this stuff in the last game, now I'll do THIS instead of THAT and see what happens and how i can use it!" That is also in my opinion one of the reasons that structure requirements were implemented in the first place.
As for confused new players: EVERY new player is confused to some extent in EVERY game - and that's the point: if you play the game more and over a longer period of time, you get less & less confused, since you know more about it

That is also why multiplayer games are mostly named differently: "newbie" for new players and "pro" for pros, also "rush" for rushers. The only thing any new player has to do, is FIRST do the tutorial (that's why it's here for), then play & finish the CAMPAIGN (where you learn ALL most important things, sequences and strategies), then you can go play multiplayer against a computer oponent to try out strategies etc. in real time under pressure, only then you go play against another human opponent; at least i think most people start to play games in this way.
Anyway: all the most sucessful builds, strategies and the quickest ways to win the game are posted on many different places on the relevant sites FOR YEARS, so if anyone want's to know them, he will go on the net and find out about them; BUT like I said earlier: please consider that there are stil players out there who want to EXPLORE the game by themselves, becouse they have FUN doing it and they ENJOY exploring all the niches, nooks & cranies (even if they go into a one way street and get stuck - defeated, they will next time know which way not to go and do stuff differently).
Zarel wrote:Many times, when I think about "fixing" one of the "broken" aspects of the balance, I ask myself, "Why did Pumpkin do it this way?" or "Why did Troman do it this way?" and "Is my way really better?" and a lot of the time, I don't have a good answer.
I mean, sometimes, it was an obvious mistake they made - such as Pumpkin misspelling "Incendiary" or Troman never getting around to balancing T3 weapons or some later cyborgs (which can get pretty amusing - look at the 2.1 stats:
Assault Gunner is weaker than
Machinegunner). Other times, I don't know - such as Pumpkin pricing HPV hardpoint research at 3x the price of HPV research, or Troman reducing the price of all bodies so they're roughly equal - and when I change them, there's always some kind of doubt in my mind about whether I'm really doing the right thing.
So if you have ideas about why Pumpkin or Troman didn't do it "my way", I'd very much like to hear them.
Well, I don't have an extensive knowledge of the different weapons and vehicles in the game, but like i said earlier, i THINK that Pumpkin also thought of the "newbie" and "mediocre" players as much as they thought about the "profesionals", that is probably why they enabled so many different variations of design, base building and vehicles: so that the ones who like to research different ways and options can do so; the profesionals will surely find out the most sucessful builds by themselves and use them against eachother, but in the end not everybody who will play the game has a desire or plan to become a pro or play like one, some will always play it just for the fun and exitment of trying out different configurations.
I am one of the latter ones and as such I would like to have the option to play the whole upgraded game (NOT a mod) in a way which enables me to have fun my way - becouse i know, that the pros, who want to beat all opponents as fast and efficient as possible, aldready KNOW how to do it and will do it regardless of me having fun exploring all the other stuff. I'd just like to say that you guys are developing and remaking the WHOLE game which will be played by MOST people regardless of their expirience level; if you want to make a game that is easier for pro's, then please think of implementing a mod or different branch, don't redisign the whole BASIC game to fit only one segment of the players (take a look at all the different PRO-mods for Quake arena and lots of other games - they all just change the game after the player enables/implements the mod, otherwise it is still the same game).
I'd be also happy to hear what other types of players think about this...
See you around, bye! T.