Cyborgs/Infrantry & Modeling(ReadMe)

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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MetalWarrior95
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Cyborgs/Infrantry & Modeling(ReadMe)

Post by MetalWarrior95 »

I got a few questions,suggestions,ideas and other things!

Questions:
1.Why is still scanvenger infrantry not fully 3D?
2.Is there will be change of look of cyborgs?
3.Where i could get modeling tools and how to put in W2100?
4.How to make custom sounds?

Suggestions:
1. It would be nice to have far closer zoom so that we could make great machinima! :idea:
2. full 3D of scanvengers soldiers, because they are thick and hard to notice them... :annoyed:
3. Difrient look of cyborgs would be cool, and a bit more polygons for them... :|
4. Cyborgs should longer to produce,because there are too many cyborgs in multiplayer sounds when they rush! :cry:
5. Smarther Ai Pathfinder would be nice because i hate when vehicle get stuck and make weird movement stuff... :stressed:
6. I never saw montar vehicle with a head with 3 montar cannons, i can only see them in pictures ;-( -Please make them O_o
7. You should change VTOL design because vtol motors are too small and its to unrealistic in every way,even fizical way :geek:
8. It would be nice that there is option to build infrantry.Medic,Assault & AntiTank.Cyborgs are bit anoying by the look. :stare:
9. An option to select a category of research would be nice,because i get lost in tiny research windown in game :augh:
------------------
Main Suggestion - Satelite option(For multiplayer)
Satelite will not be saw ultil it gets shot down by a "Big Gun" or missile silo that launches the rocket into space to destroy the satelite. There will be like an invisible part of the satelite model,when is detected by "Big Gun" or missile silo and then it will be destroyed and there will be like model of satelite falling and explode in the air!!

Big Gun - An plasma laser gun that is capable only to destroy space object because it target is too close,that it will overload...
When its fired,it will need 280 seconds to reload... Model should be based on Quake 2 big gun in one way :lol2:
Missile Silo - It will launch an rocket and it will destroy satelite,reload time would be 340 sec,less expensive,ordinary missile silo
It will be 5 times cheaper then "Big Gun" and its stronger building then "Big Gun" because its underground :lecture:
Satelite - It will be used to spy on enemy and it will be only capable to shot down by "Big Gun" or by missile silo. It will be in a
special category of an vehicle(But its not but it would be needed to work on special category in game).It should be
Heavily coded and the object that it would be posible to hit will be probavly invisible. But when its hit,there will be an
Animation of falling satelite and explode in the mid air. It should be very expensive in game,a bit less then a big gun!

Limits for this three special stuff that it should be added in W2100 game!

"Big Gun" limit: 1 by each player Missile Silo limit: 2 by each player Main Satelite: 1 by each player

Ideas & Secondary Suggestion :idea:

Plasma Beam Satelite - It will be used to destroy enemy units & buildings. Its weaker then Big Gun & Missile Silo!
It in a strenght as a two AT lancer,reload time is 60. Same falling animation as satelite,just difrient
model. Beam satelite speed is a bit faster then ordinary satelite... (Limit 1 by each player)
Explosive Pod Satelite - Health the same as PBS...Strenght/Power of the weapon is like an medium cannon...
Reaload time is 10 sec by a shot.Less expensive and 2x faster then PBS!Limit 1 by each player 8)
HCLB AS - Heavy Cyberia Laser Beam-Anti Satelite is a weakest satelite destroyer...strenght as a heavy cannon!
6 shots needed to destroy PBS and its cheaper. Limit 3 by each player. Reload time is 30 sec...

Caution: It should only be used in multiplayer...It will be very expensive,only for large maps 256x256...
If this gets used in the future releases in W2100 then just to know...they have very small radius of damage...

Main Conditions: 1vs1 128vs128 map/2vs2 256x256/3vs3 512x512/4vs4 1024x1024/ for future releases if W2100 team decides
Do use this ideas of satelite for the multiplayer gameplay...

To produce satelites, you will need aditional building to produce. It will be an special silo that launches satelits,large!

I got alot of ideas and its a lot of text so iam sorry if i have bad knownlege of english because iam 14...Soon 15 in 6 month!
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by Roux Le Corps »

no offence but anything past the cyborgs idea may not even be looked at, the coding would have to be pretty intense, and have you maxed your research before? there already is a laser style super weapon in 2.3.0 theres also a radar station that reveals the whole map so why would you need to have spy satellites?

These might not work because how would you control the satellites if their invisible? or target them even? missile silos have been suggested before and from what I've seen they have always been knocked back.

But for the most part your ideas are decent just not realistic at this stage, feel free to make them yourself and release a mod so if the dev's see it and like they may just incorporate it in the main game releases!
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by MetalWarrior95 »

Well i thought that there is like an invisible "laser" marker on the ground and you just need to select the laser designator and put it somewhere else...So it will be a bit complicated to control satelites but the enemy wont know is there or where is the satelites...
Only automatic AS would could shot down the enemy satelites... :annoyed:

Well...i found sections for modeling and mapping is easy,just need to figerout how to put spawning points for each player and how to put neutral buildings that is not owning by each player(Ruins,Rusty cars,Cranes.etc)... :geek:
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by Roux Le Corps »

Ahhh ok, so really the only way to know your enemy has launched a satellite is to wait for random orbital strikes? or will there be some sort of notification? eg~ Missile launch detected~ and you have to guess what kind of missile? and of course try not to ruin your pants at the thought XD
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by MetalWarrior95 »

Satelite will be visible only on radar,but i would love that there is an option that is not visible on radar and that you need some difrient version of radar!But i think that it would be a lot of coding!!
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by Roux Le Corps »

mmm.. maybe not... MAYBE it would work like counter battery towers? just auto assigning available anti-satellite defenses to attack enemy satellites?
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by MetalWarrior95 »

Something like that...but maybe we wont need satelites in game...maybe some hard stelled zepelin with weapons or something...
Satelites are cool ideas but hard to make it in game!
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by Roux Le Corps »

true that, but if you make it zepplins that would have to be a new form of VTOL and should be designed :P
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by MetalWarrior95 »

Well...When i think better,they are good but bad...
iam wonder why nobody else is replying to this topic??? :S
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by KukY »

Because most of these requests/suggestons are unreal and hard to be done.
And one person is enough to handle a thread like this one...
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Re: Cyborgs/Infrantry & Modeling(ReadMe)

Post by Roux Le Corps »

im not sure if that was a compliment or a 'just saying' moment but i'm going to assume it was a compliment ^_^

But as Kuky said, most of the suggestions ARE pretty far out, and i think i've explained away the hardest stuff and mostly just a few, more refined ideas are left now ^_^ a little longer and you may have something someone might take on for a mod, or even main game ;)
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