Droid Transport

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!
KukY
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Droid Transport

Post by KukY »

I am begging you, to make another unit type, HTRANS, that will be Droid Transport.
I doesn't has to be in the game, I am just asking you to make that type for all modders that want to have it in their mods.
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Corporal Punishment
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Re: Droid Transport

Post by Corporal Punishment »

And this should do exactly what? Transport any unit? That's handled by the transport omnipresent in campaign. Or transport cyborgs only? We have cyborg transport for that.
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KukY
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Re: Droid Transport

Post by KukY »

Corporal Punishment wrote:And this should do exactly what? Transport any unit? That's handled by the transport omnipresent in campaign. Or transport cyborgs only? We have cyborg transport for that.
It should transport any unit, but in MP.
I doesn't has to be in game so we don't mess with cyborg balance...
But someone can use it if he wants.
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Corporal Punishment
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Re: Droid Transport

Post by Corporal Punishment »

So you basically ask for the transport from campaign to be available in MP? I guess this might come in handy on very large maps but will be either useless or annoying on small and medium ones.
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Re: Droid Transport

Post by Assault Gunner »

It could be kind of fun for skirmish, I suppose.
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Saberuneko
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Re: Droid Transport

Post by Saberuneko »

I think the same.
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Olrox
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Re: Droid Transport

Post by Olrox »

Then "press old buttons, don't make new ones with the same function":
viewtopic.php?f=30&t=3948&start=0&hilit ... transports
Reading at least this should be enough to avoid repeating at least some things. But be careful, this idea was propposed a lot of times, I think that it would annoy the devs deeply if you don't have an impeccable point.

The only idea I know that was really liked was to make "LZ resources", places in which LZs could be built, so that the transports can land only on LZs. This would allow to balance the maps without having the annoying problem of tanks and trucks anywhere on the map. It'd ruin maps with large ammounts of oil, I'm sure.
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Buginator
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Re: Droid Transport

Post by Buginator »

Wouldn't work for a mod.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
and it ends here.
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Olrox
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Re: Droid Transport

Post by Olrox »

Buginator wrote:Wouldn't work for a mod.
It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
Then, reformulating my phrase of effect, "Don't press old buttons, leave them alone" :rolleyes:
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Black NEXUS
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Re: Droid Transport

Post by Black NEXUS »

With the original 1.10, i have make a mod with a Droid Transporter, there work it fine, but in the newer Versions, it is only Cyborg Transporter.
What is very striking, both Transporters have the same ID in the Templates, but there are no Scrips, so is my conclusion that it is located at SRC.
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Zarel
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Re: Droid Transport

Post by Zarel »

The distinction is indeed located in source.

I've been meaning to decrease the differences between multiplayer and campaign...
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Rman Virgil
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Re: Droid Transport

Post by Rman Virgil »

.

I'm resurrecting this subject for a few reasons.

First - the subject has been raised in a few PMs over the months to me about how to do it.

There are basically 2 ways and neither is really practical without this Projects support.

So let me kick-off my comments with the following quote which is my segue for a second reason to unearth the subject...
Buginator wrote: Wouldn't work for a mod.

It is hardcoded to prevent this, and since that was done by Pumpkin, you can bet that it throws balance way off.
Pumpkin's solution was a quick-fix, down & dirty, to implement Borg Transports per a fan's suggestion and not have to spend any time working out balance issues with the Tank Transport in MP.

Frankly at the time they were already hedging their bets against the dissolution of Pumpkin and the end of working on WZ. It makes no difference to let this cat out of the bag now - it's all anchient history and liability issues are no longer a factor.

How was Pumpkin hedging their bets at the time - a couple patches BEFORE v.1.10 ?

By spending as much time as they could coding "Firestorm". What was "Firestorm" ? It was the first iteration of the game engine that was used in the "Conflict" series by Pivotal. That's exactly what was happening in the studio and why v.1.10 ended-up needing so much balancing work. So spending any time balancing the Unit Transport for MP was the last thing they wanted to do at the time & under the circumstances.

...................

The dedicated LZ pre-requisite proposal / solution is a very promising one.

It could work going forward with new maps AND legacy maps could also be dealt with in a straight forward manner.

For example, through LZ Terrain Tertiles & unit capped map placements.

There are no doubt many other ways to deal with the balance issues via the LZ pre-requisite I can't even think off but none will materialize if the Unit Transport is relegated to a dank dungeon, manacled in chains & the key tossed in a sea of annoyance at the mere suggestion.

Let me close by stating that what I'm happily working on these days with WZ has nothing to do with this topic so I really have no vested interest one way or another with these being un-locked for MP development. If they ever are I would certainly take up the challenge of working them into what I'm doing.

- Regards, RV :cool:
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