Do you want these features to be implemented in warzone?

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DFStormbringer
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Re: Do you want these features to be implemented in warzone?

Post by DFStormbringer »

Watermelon wrote: Just asking if the community likes the ideas or not,most of the ideas are from RTS.net,I did read the most replied posts in its forum but I was too lazy to register on that forum,I'll bin the ideas if most ppl think they are useless/dont fit for warzone's style of gameplay

1.finite ammo,rearm turret etc
2.the ability to disable techshare and design completely via script function
3.selectable factions in mp screen,defined in .slo/.vlo
4.infantry/navy/jet/helicopter units/propulsion/buildings
5.component armor(increases HP and armor) and component brain(advanced AI for commander and individual units)
1. possible as LONG as trucks can also rearm... hardpoins at least.. Vs 7 ai opponents in open areas is hard enough spending resournces on defences and trucks to keep  them from falling more or less having to double up on that to keep them rearmed as well...  dont need new turets for it.. just have the trucks resupply the defences while they repair... and have the repair turrents and repair stations rearm the mobile units... would actually give a point to having several repair units out ont he battlefield instead of ignoring them completly.

2.  Dont know about some tech share exploit.. so cant really speak fairly on that other then its nice when using advanced ai.. 6 vs 2 humans.. that shared tech really helps.

3. Also possible but not without some serious work... ideas on this involve..
*each faction having different looking units but the same tech tree to kep ballence
*each faction have specilazations like one focused around missiles and rockets.. another focuses on the slug/cannon areas of the teh tree.. anotehr focuses on the lazer/energy section of the tech tree.. where all 3 factions have access to the basics and lower leves of the tech trees but only the specialized factions can reach the top levels of each branch.. problems  would be yould need a weaker variant of energy weapons to start them out with..
as well as an indirect fire ranged energy weapon other then the emp moarter as it woudlent hold water vs the howitzer or the archangel rocket batteries.. perhaps an energy equivelant?

4. also possible but imo impratical as theres really no water based maps.. and not enough maps being made to incorperate naval  units, sweet idea just more glitter then pratical.

5. lost me on this one as i thought there was already a command turet.. and armor upgrades unless its to frther add to the units defence.. which taking up its turret slot woudlent be able to fight back..  so  as i said im lost on this one.
BUT... it gives the idea of "ablative" armor for the factions.. where its got UNGODLY defence at first but every time it gets hit hard it loses bits of the armor and its defence rating drops with each majior hit...  sure... the repair turrets can repair the vehicles HP.. ut that armor once gone.. is gone.. and after so many MASSIVE hits.. its defence rating  will leave it so only a couple good hits will destroy the unit.. whouch would really give reason to use the "recycle" cmmand in multi player to get your armor and rank back as opposed to having a load of units.. and them ither defendign one spot for 6 hours.. or one armor wiht a few repair turrets taking out 7 basses wiht no problems.
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Re: Do you want these features to be implemented in warzone?

Post by Watermelon »

DFStormbringer wrote: 1. possible as LONG as trucks can also rearm... hardpoins at least.. Vs 7 ai opponents in open areas is hard enough spending resournces on defences and trucks to keep  them from falling more or less having to double up on that to keep them rearmed as well...  dont need new turets for it.. just have the trucks resupply the defences while they repair... and have the repair turrents and repair stations rearm the mobile units... would actually give a point to having several repair units out ont he battlefield instead of ignoring them completly.
Actually now I am hestiate to finish it,because it's hard to make the AI use them properly,and the repair turret like rearm turret didnt work properly(because of the exclusive action state used in warzone,which will make units go idle and refuse to engage when being rearmed.That's also why units have to go idle to autorepair it self.)
2.  Dont know about some tech share exploit.. so cant really speak fairly on that other then its nice when using advanced ai.. 6 vs 2 humans.. that shared tech really helps.
not really an exploit currently,but with factions it will give your ally your faction's techtree,which will break faction functionality completely.
3. Also possible but not without some serious work... ideas on this involve..
*each faction having different looking units but the same tech tree to kep ballence
*each faction have specilazations like one focused around missiles and rockets.. another focuses on the slug/cannon areas of the teh tree.. anotehr focuses on the lazer/energy section of the tech tree.. where all 3 factions have access to the basics and lower leves of the tech trees but only the specialized factions can reach the top levels of each branch.. problems  would be yould need a weaker variant of energy weapons to start them out with..
as well as an indirect fire ranged energy weapon other then the emp moarter as it woudlent hold water vs the howitzer or the archangel rocket batteries.. perhaps an energy equivelant?
4. also possible but imo impratical as theres really no water based maps.. and not enough maps being made to incorperate naval  units, sweet idea just more glitter then pratical.
then we need map with bigger water coverage.
5. lost me on this one as i thought there was already a command turet.. and armor upgrades unless its to frther add to the units defence.. which taking up its turret slot woudlent be able to fight back..  so  as i said im lost on this one.
BUT... it gives the idea of "ablative" armor for the factions.. where its got UNGODLY defence at first but every time it gets hit hard it loses bits of the armor and its defence rating drops with each majior hit...  sure... the repair turrets can repair the vehicles HP.. ut that armor once gone.. is gone.. and after so many MASSIVE hits.. its defence rating  will leave it so only a couple good hits will destroy the unit.. whouch would really give reason to use the "recycle" cmmand in multi player to get your armor and rank back as opposed to having a load of units.. and them ither defendign one spot for 6 hours.. or one armor wiht a few repair turrets taking out 7 basses wiht no problems.
the COMP_BRAIN was supposed to give command turret an AI,probably acting like a squadron leader or a flock head...

what you described about hte armor is exactly what pumpkin wanted to implement according to wz source.

and yes wz needs super units,they should cost a fortune but they should be far superior than 'normal' units,imo currently one of the reasons why late game bodies suck is because late game body is only marginally better than early game ones HP-wise while being 10x worse than early game ones speed-wise.
tasks postponed until the trunk is relatively stable again.
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Re: Do you want these features to be implemented in warzone?

Post by DFStormbringer »

i remember back in the old forums alot of people were whining about wanting multi turret bodies and tunnerling/ multi level combat support with bridges and what not.. good ideas if it wansent for the need of a recode to get them to work.

And yes.. WZ does need super units.. it needs IMo an expanded build section for units all togeather as ive yet to see a use for half tracks..  NEVER use cyborgs... moarters become useless nce other artillery comes out..
theres just SO much imbalance to the game... that makes ALOT of the tech useless.
Moarters..
half tracks,
light cannons....focus on that end of the tech tree youll have mediums not long after.
Angel missiles, Archangel missiles with 20% more damage and 3 times the range is right after it.
Cyborgs..weaker and slower then vehicles so i NEVER use them
Emp weapons, GREAT potential there but too far down the tree and overly unfair when you get them.
Thermal/flamers great damage early on but absolutly no range and thus never get to hit anything unless they get by the other stuff shooting it first which means they are too tough to take any real damange from the flamer any ways.
Small rocket artillery and rocket towers.. lancers make them both obsolete fast and are only 2-3 researches from the rockets
Castles/Super hardpoints, big.. slow.. expensive.. and incapable of holding its own.. using those 4 spots to build 4 hardpoints puts out alot more croud control then a single castle ever does.
AA..  i build a few of the first model.. then the whirwind much later inthe tech tree as the cyclone is a waste of resources.. the missiles are too slow to compare to the guns.. and lazers are just TOO damaging to be fair for AA and by then ive got so many of the whirlwinds i dont NEED the advanced stuff to take out light vtols.
Weapon encampments. same attack stats of thier hardpoint counterparts same resources just less hitpoints, useless.
Command turret.. you have to click EVERYTHING for the linked units to attack it..as adressed the AI on it just isent smart.. they are nice int he campaign but are useless in a multiplayer game vs 7 oponents.
Nexus turrets, such potential here but so far downt he tech tree.. and the resistance circuits make them able to be countered some.. by this time youve already got extreme range artillery.. and nobody ever gets close enough to your base for it to be used...

90% of the tech tree goes unused and other then to get to a few select items isent even worth researching..
This ontop of the rotten egg pathfinding.. makes for some dire needs to update.
So yes.. PLEASE continue to post ideas and thoughts because heres a great deal of room for improvement.

and what the hell happened to the fireworks display when you kill everyone?? 22 games now and my rank hasent gone up once to even a pascifier because ill clear he map and all that happens is the world technology screen pops up and thats it.. i have to quit the game because it dont give me victory.
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Re: Do you want these features to be implemented in warzone?

Post by Watermelon »

DFStormbringer wrote: i remember back in the old forums alot of people were whining about wanting multi turret bodies and tunnerling/ multi level combat support with bridges and what not.. good ideas if it wansent for the need of a recode to get them to work.
multi-turret is finished,just take a look at my avator picture  ;D it's a fully functional tiger armed 2 heavy cannon and 1 assault gun.

multi-layer combat is probably not going to happen because it's too complex and hard to implement.

bridge code is still there in source,but not actived/verified to work in game/map.
And yes.. WZ does need super units.. it needs IMo an expanded build section for units all togeather as ive yet to see a use for half tracks..  NEVER use cyborgs... moarters become useless nce other artillery comes out..
theres just SO much imbalance to the game... that makes ALOT of the tech useless.
Moarters..
half tracks,
light cannons....focus on that end of the tech tree youll have mediums not long after.
Angel missiles, Archangel missiles with 20% more damage and 3 times the range is right after it.
Cyborgs..weaker and slower then vehicles so i NEVER use them
Emp weapons, GREAT potential there but too far down the tree and overly unfair when you get them.
yea there are too many useless tech/weapon in warzone,and old weapons/designs became obsolete as soon as new ones available.
Thermal/flamers great damage early on but absolutly no range and thus never get to hit anything unless they get by the other stuff shooting it first which means they are too tough to take any real damange from the flamer any ways.
they are like melee weapons without HP bonus.
Small rocket artillery and rocket towers.. lancers make them both obsolete fast and are only 2-3 researches from the rockets
Castles/Super hardpoints, big.. slow.. expensive.. and incapable of holding its own.. using those 4 spots to build 4 hardpoints puts out alot more croud control then a single castle ever does.
AA..  i build a few of the first model.. then the whirwind much later inthe tech tree as the cyclone is a waste of resources.. the missiles are too slow to compare to the guns.. and lazers are just TOO damaging to be fair for AA and by then ive got so many of the whirlwinds i dont NEED the advanced stuff to take out light vtols.
Weapon encampments. same attack stats of thier hardpoint counterparts same resources just less hitpoints, useless.
Command turret.. you have to click EVERYTHING for the linked units to attack it..as adressed the AI on it just isent smart.. they are nice int he campaign but are useless in a multiplayer game vs 7 oponents.
Nexus turrets, such potential here but so far downt he tech tree.. and the resistance circuits make them able to be countered some.. by this time youve already got extreme range artillery.. and nobody ever gets close enough to your base for it to be used...
fortress is useless too,maybe they are useful for making a blockade in a narrow path,but it does little damage and it's not as durable as it should be.
and what the hell happened to the fireworks display when you kill everyone?? 22 games now and my rank hasent gone up once to even a pascifier because ill clear he map and all that happens is the world technology screen pops up and thats it.. i have to quit the game because it dont give me victory.
It's fixed by someone in svn iirc.

and a bit offtopic:seriously windows users deserve a svn build or sumthing,since compiling/make install the svn trunk is 100x easier under linux than under windows,afaik we only have 3 users including myself(I use windows mainly,but I use ubuntu 64 too)who managed to compile svn under windows.(msys+mingw dos-like commandline is a bit unfriendly and hard to configure while the MSVC one requires some knowledge in msvc config settings and the big platform SDK download.)
tasks postponed until the trunk is relatively stable again.
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Re: Do you want these features to be implemented in warzone?

Post by DFStormbringer »

my only comment on your working turret icon is this... at the old forums.. believe my icon is still there..  dragon body with 5 weapons on it... hotoshop does wonders for that so i only assumed yourse was photoshoped as well.
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Re: Do you want these features to be implemented in warzone?

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DFStormbringer wrote: my only comment on your working turret icon is this... at the old forums.. believe my icon is still there..  dragon body with 5 weapons on it... hotoshop does wonders for that so i only assumed yourse was photoshoped as well.
lol definately not I am not that bored to make a fake picture,that thing really exists in trunk or aka 2.1.0

this is in-game screenshot captured as png,converted to jpg to reduce size with no post-processing:

Image
tasks postponed until the trunk is relatively stable again.
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Re: Do you want these features to be implemented in warzone?

Post by Warmaster »

so can I play that multi turret mod now or do I have to wait for 2.x?
:D
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Re: Do you want these features to be implemented in warzone?

Post by Watermelon »

Warmaster wrote: so can I play that multi turret mod now or do I have to wait for 2.x?
you have to wait for 2.1,or check out the svn source/data following this guide:

Windows 'nightly guide':o

http://wz2100.net/wiki/development:comp ... de_windows

For ppl with no programming experiences:

1.download and install tortoisesvn from the url in that guide section 'General'
2.follow the steps in section 'Downloading the sourcecode'
3.ask someone who managed to compile the trunk for windows to send you an executable(.exe) and place it in the 'data' folder in the directory you created/where you checked out source to.

note:what steps 1,2 do is to get your a copy of svn trunk data(it's usually a few mbs and take too long to send...)

after finished steps 1,2,3:([check out folder] = the folder you create = the one you right-clicked and did svn-check-out via tortoisesvn)

4.copy the dll's(from 2.0.6 folder,they are the required for warzone exe) to [check out folder]\data\
5.copy the executable you get from someone to [check out folder]\data
6.run the executable and enjoy
tasks postponed until the trunk is relatively stable again.
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Re: Do you want these features to be implemented in warzone?

Post by Warmaster »

6. Run the executable and enjoy.
Couldn't make heads or tails about what you said, so, I guess I'll have to wait for it to be actually released. :)

About your signatures "Finite ammo"....have you played a very old game called M.A.X (Mechanized Assault & Exploration)? In this game units have limited movement and ammo and in my opinion it is the most strategic game ever made....but it's completely different from modern strategy games, it resembles chess more than anything.

I reckon a feature such as finite ammo isn't suitable for WZ at all...and not only because A.I doesn't figure out how to use them. It just changes the gamestyle completely and WZ is quite fast paced compared to M.A.X.

PS.
You can easily play M.A.X if you want.
It's free to download, just like WZ, and you can run it using a program called DOSBox.
I highly recommend. :P
:D
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Re: Do you want these features to be implemented in warzone?

Post by DevUrandom »

Can you post a link? Can't find a free and legal download.
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Re: Do you want these features to be implemented in warzone?

Post by Warmaster »

:D
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Re: Do you want these features to be implemented in warzone?

Post by DFStormbringer »

abandonania.. abandonware sites arent exactly "legal"

if it dont pop-up as freeware through google then its not a free game.. im afraid its just that simple.

and i HAD both max 1 and 2..  1 was TURN based in a way..  2 had a RTS option that still focused on its turn based statistice but wasent implimented too well and the game was boreing because of its bad implimentation.. it felt like a VERY slow version of "dune battle for arrakis"
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Re: Do you want these features to be implemented in warzone?

Post by Giel »

DFStormbringer wrote: abandonania.. abandonware sites arent exactly "legal"
If the company producing it ceased to exist (for whatever reason), and did not transfer copyright ownership to an other (still existing) company, then the particular piece of software effectively becomes public domain and as such is legal to download like this.

I don't know how it is with this particular piece of software though.
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Re: Do you want these features to be implemented in warzone?

Post by Warmaster »

I reckon it's legal to download it from the web, check the site and look up C&C for example.
Westwood still sells it and therefore they don't offer a download link....only a link where you can buy it online.

I only mentioned M.A.X because the finite ammo reminded me of it and I wanted Watermelon to have a way of seeing how it works when it works in favor of the game, and not only in Earth games...i hated 'em.
Still, me thinks WZ as it is today is too fast paced for a feature such as finite ammo.
:D
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Re: Do you want these features to be implemented in warzone?

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Warmaster wrote: I reckon it's legal to download it from the web, check the site and look up C&C for example.
Westwood still sells it and therefore they don't offer a download link....only a link where you can buy it online.

I only mentioned M.A.X because the finite ammo reminded me of it and I wanted Watermelon to have a way of seeing how it works when it works in favor of the game, and not only in Earth games...i hated 'em.
Still, me thinks WZ as it is today is too fast paced for a feature such as finite ammo.
never played M.A.X...I just wanted to add the ability to store finite ammo in droid info and possibly get rid of the weird vtol 'runs',it will also help reducing the useless vtol-run related net codes.

wz is action-objected...but definately not fast-faced...
tasks postponed until the trunk is relatively stable again.