Zarel's Improved Campaign planning

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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theArmourer
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Re: Zarel's Improved Campaign planning

Post by theArmourer »

I was using that as an example.

But on your example, was it ever possible for you to loose aside from the timer? e.x. the last Alpha mission, after you land there their is about 5-5:30 tense minutes where the Paradigm is attacking, then almost nothing.
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Zarel
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Re: Zarel's Improved Campaign planning

Post by Zarel »

One would deduce that the proper solution would be to add more enemies later on, rather than tack on a timer.
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Re: Zarel's Improved Campaign planning

Post by Assault Gunner »

Yeah, that's what I was thinking too. I like the idea of more enemies rather than a timer because larger tanks move glacially, especially with decent weapons.
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Re: Zarel's Improved Campaign planning

Post by Pangaea »

Think Beta 10 is a good example too, the one where the guide recommends us to recycle-rebuild the whole army. This takes a lot of time, so you naturally get into trouble with the timer (think it was 1:00h). I didn't even have time to mess up all the bases for experience as I needed to move further to get the last artifact so I had time for all the rebuilding. Even so, it was a matter of seconds at the end.

Scrapping the timer for most missions is a good idea I think. There aren't that many missions where it makes great sense to have a timer.

How about some kind of facility to store power? As missions progress this can be updated to store more, so we can't just get silly amounts early on by letting the game run overnight or something.
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Re: Zarel's Improved Campaign planning

Post by Mats »

Most of the levels are really easy with no timer. You basically never lose (even on hard) to the enemy droids. The only thing that can make you lose is the timer. The campaign will need to have enemies that can actually destroy you rather than just delay your inevitable winning of each level.
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Re: Zarel's Improved Campaign planning

Post by Assault Gunner »

So then that would be an improvement. See? It can work without a timer.
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Re: Zarel's Improved Campaign planning

Post by TVR »

There are 2 possible situations that occur if the time limit is removed in order to make the missions easier to complete:

1)If there is a limited amount of power per mission, then lousy players will eventually run out of power and still have to reload their saves.

2)If there is an unlimited amount of power per mission, you could expect lousy players to spend 2+ hours building up to the unit cap, and then blowing it all on an attack-move command, essentially no different from the Supreme Commander single-player campaign.
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Re: Zarel's Improved Campaign planning

Post by Zarel »

TVR wrote:2)If there is an unlimited amount of power per mission, you could expect lousy players to spend 2+ hours building up to the unit cap, and then blowing it all on an attack-move command, essentially no different from the Supreme Commander single-player campaign.
We could lower the unit cap further, to make this less feasible?

I don't entirely know how to deal with this problem, but I don't think it's that big of a deal - it doesn't prevent good players from playing well, anyway, and there will be timed missions to prevent lousy players from using the same strategy for every mission.
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Re: Zarel's Improved Campaign planning

Post by macuser »

This is just my 2 cents... if the main objective is to make the campaign slightly easier by getting rid of the time limit - what about just adding a little more time or perhaps a little more oil - just some food for thought

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Zarel
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Re: Zarel's Improved Campaign planning

Post by Zarel »

It's not about making the campaign slightly easier, it's to set the mood - to have some scenarios seem less rushed (so the ones with time limits will seem more rushed), while still offering a challenge.

Plus, actually making the enemy attack you would probably make the game more fun than simply adding more time or more oil.
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Re: Zarel's Improved Campaign planning

Post by Olrox »

Zarel wrote:It's not about making the campaign slightly easier, it's to set the mood - to have some scenarios seem less rushed (so the ones with time limits will seem more rushed), while still offering a challenge.

Plus, actually making the enemy attack you would probably make the game more fun than simply adding more time or more oil.
Also, we'll have many of the MP techs in-game: The enemies will need to have different behaviors, or it'll look silly. Another nice thing about having more enemies is that you can get units with more experience.

BTW, your "Artveloper" tag is too awesome, Zarel 8)
Would be even more awesome if you've made your name look like Zarel XD

~Olrox
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Zarel
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Re: Zarel's Improved Campaign planning

Post by Zarel »

Olrox wrote:BTW, your "Artveloper" tag is too awesome, Zarel 8)
^_^ I'm not sure if it should be permanent, though. I'm afraid it could seem a bit arrogant if I kept it, long-term, in a "look at me, I can do everything" sense. Heck, the only reason it doesn't say ARTVELOPSTER is because that didn't fit. ;)
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Re: Zarel's Improved Campaign planning

Post by Olrox »

Zarel wrote:Heck, the only reason it doesn't say ARTVELOPSTER is because that didn't fit. ;)
Artvelopster cracked me up, hahahahahahahaha XD

Well, in the first moment it definetely looked a bit boastful, but hey, you surely do a bit of everything, and a great deal of some things. But maybe some people would be confused with that, thinking that you're fake or something :P

But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?

~Olrox
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Zarel
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Re: Zarel's Improved Campaign planning

Post by Zarel »

Olrox wrote:Artvelopster cracked me up, hahahahahahahaha XD
The other problem with "Artvelopster" is that Kamaze would probably object. ;)
Olrox wrote:Well, in the first moment it definetely looked a bit boastful, but hey, you surely do a bit of everything, and a great deal of some things. But maybe some people would be confused with that, thinking that you're fake or something :P
Well, I'll probably retire it in a week or so. The question is, will I retire to Developer or Artist?
Olrox wrote:But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?
Well, I sure won't change them myself, but if someone else wanted to...
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Re: Zarel's Improved Campaign planning

Post by Olrox »

Zarel wrote:Well, I'll probably retire it in a week or so. The question is, will I retire to Developer or Artist?
Maybe try to convince him of adding "WZ Hybrid" 8)
I think that probably some guys could wonder "why is an artist making balance changes and fixing bugs?", probably they wouldn't think it's so strange that a developer is producing art :hmm:
Zarel wrote:
Olrox wrote:But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?
Well, I sure won't change them myself, but if someone else wanted to...
If you decide that some changes are needed you can count on me. I was thinking that because, on some maps, to make the enemies tougher or make them send forces to attack you more often, maybe you'd need more space in bases for factories, or something. Also, adding oil resources for the enemies in away missions would really be nice (can the oil derrick be blocked like base structures in those? So that the player can't build them).

~Olrox