First, I'd like to say hello from the spring project.
I've enjoyed game play analysis and balancing with a couple of Spring's projects.
Now there is a bunch of unheard able cats in an "Open Source" Barrel. (Spring and it's member community) xD
I should apologist for english errors; sorry.
WarZone 2100 NewCommer's Review
After you get past the old graphics and the old user interface (mouse) the game is INCREDIBLE.
The Incredible Game Selling Features:
The Build your - one unit - play your own style
An interface which can accomplish most any command an rts gamer would need from a small and simple consul
Additional nice components:
Pathing is a plus - random stuck units [generally when giving a mini map move order] (Pathing feels as tho all with work is done for you, even in combat) (standard formation is nice)
There is one main resource and it does not create a flat game
There are varied commander units which have the ability for intelligent micro so you do not have to
an open source game that actually has a SP Mission
a tech tree that will out last most games
First Impressions:
I do not hold these views, these were what a first impression yielded and what a new player could not grasp.
"*" represents a perceived significant set back
Improvable:
*Over-all the game feels kind of slow
*arty is too complicated - the micro management and baby sitting did not feel balanced with other combat options
*Getting tech to the field has a hang time at the early mind game
*Fells porcy (porc = Scary Defense Spam) [upon which an attack would be useless]
*not enough engaging combat (early game) [since nothing can kill any key enemy targets]
-weapon types stats not varied enough / weapons not unique enough / not enough spacial means of delivering dmg
*unit management not intuitive, but manageable (took 6 games to discover the right click on unit options)
*User interface missions are a good idea Since the user does not know how to use half the interface or that it is even there. (first 3 games I could not figure out how to get trans ports to drop units till I found the right click info)
*Needs a Fight command so units to not drive into more dmg than necessary to start dealing dmg, (units try to stop at max range) this does cause problems when units pile up behind them, unless they are better off not pushing the front units in to closer range
*Needs better in game info (info disappears and can not be revisited) [most specifically tech upgrades] (tech trees are just a rat in a maze)
-needs better in game unit stats
*needs better in game unit use stat ie. what it is for
-Balance looks to be impressive (extensive successful balancing for current game play design)
-Initial balancing looked too watered down
-Differences should be more extreme (it is recognized that empire earth is a good example of too extreme differences coupled with such destructive diversity combination)
-improve screen movement
-game lags far more than would be expected, perhaps partly to to pathing and formations?
-selection management system (for sending ideal commands)
-ingame user configured hot-key system?
(only selecting higher hp units to throw in front of low hp units)
-retreat settings (run back 500 range - run to nearest repair building - Mobile - any available repair)





