16 player map,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!
franek12354
Trained
Trained
Posts: 214
Joined: 06 Aug 2010, 18:50

16 player map,Transport

Post by franek12354 »

does there is any chance to make 16 player maps [ can be 10 ] I know that there should be more colours for each player like brown,gold.white etc but there is more interesting because war can we fast or endless [4, 6hours :P ]

now transport think I know there is champain mode got transport for tanks but skirmish or multyplayer does not have is quite annoing because cyborgs can be useless and of you got team mate you can easy get trucks tanks and evaculate to mate as your baze is destroyed is also good for even fun with ityou can do second baze or help friend by sent reiforsments [ sry for english I polish orgin] :? I wish next version will have it
HEXUS
Trained
Trained
Posts: 40
Joined: 10 Aug 2010, 02:16

Re: 16 player map,Transport

Post by HEXUS »

IT's an idea. Oh, by the way, not to be rude, but I think you posted this in the wrong section. Take it with a grain of salt though, I'm new myself.
franek12354
Trained
Trained
Posts: 214
Joined: 06 Aug 2010, 18:50

Re: 16 player map,Transport

Post by franek12354 »

ahh I was think that I post in develoment :wink:
HEXUS
Trained
Trained
Posts: 40
Joined: 10 Aug 2010, 02:16

Re: 16 player map,Transport

Post by HEXUS »

It's that you sounded like you were suggesting it as a normal game mechanic. This section is for suggesting mods. Why there are two seperate sections is something I don't understand, but hey, I didn't make the forum.
franek12354
Trained
Trained
Posts: 214
Joined: 06 Aug 2010, 18:50

Re: 16 player map,Transport

Post by franek12354 »

I dont mean a mod [transport]because I wait to all people have it to play multyplayer :wink:
For a map I dont hace idea
franek12354
Trained
Trained
Posts: 214
Joined: 06 Aug 2010, 18:50

Re: 16 player map,Transport

Post by franek12354 »

We shold make letter to developments or petition with signes we want transport in next version
cybersphinx
Inactive
Inactive
Posts: 1695
Joined: 01 Sep 2006, 19:17

Re: 16 player map,Transport

Post by cybersphinx »

franek12354 wrote:We shold make letter to developments or petition with signes we want transport in next version
The best kind of petition is a working patch. And 16 players (or more than 8, really) probably won't happen soon.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: 16 player map,Transport

Post by NoQ »

you can easy get trucks tanks and evaculate to mate as your baze is destroyed is also good for even fun with ityou can do second baze or help friend by sent reiforsments
1. You can use cyborg engineers for this.
2. Teammate can give you trucks.
franek12354
Trained
Trained
Posts: 214
Joined: 06 Aug 2010, 18:50

Re: 16 player map,Transport

Post by franek12354 »

yeah but I mean that you cn pack stronger trucks like python tracks truck which in this case I will pack 6 and then I will pack Tiger Tracks Rail Guns which are super strong then there is chance to not get destroyed by VTOLS andgroup of enemy tanks after unpacking
3drts
Trained
Trained
Posts: 379
Joined: 01 Aug 2007, 03:50

Re: 16 player map,Transport

Post by 3drts »

[sarcasm]Gee, a transport for Vehicles, this hasn't been suggested before[/sarcasm]

Currently the only ideas I've heard that had any sort of support, place limitations on the vehicle transport not found in the cyborg transport.
Otherwise balance is shifted too much and cyborgs are marginalized too much. One of the advantages of cyborgs, is they can be quickly transported across mountains and water, you propose getting rid of this advantage.

One idea that had some support (and I think someone made a working mod, but it replaced the borg transport, it didn't add a new transport class)
A large hovercraft transport that could cross water, but not mountains (leaving mapmakers the possibility of making maps with uncrossable mountain ranges, such that you still need to fight with VTOLs and cyborg transports, perhaps using engineers to build vehicle factories on the other side of the mountains)

Another idea:
A VTOL vehicle transport that can only travel from LZ to LZ, LZs would be 3x3 flat structures constructed by trucks.
You couldn't fly tanks in or out of anywhere without first building an LZ there
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: 16 player map,Transport

Post by lav_coyote25 »

what balance issues????????????????????????????????????????????????????????????? transports ??? either tank or cyborg, have no balance issues. if they do, and you have seen it, show me. make a vid with the balance issues pointed out. if not QUIT with the B.S. that transports of any flavour have balance issues. geez uz H. kee Ryst. this one topic is really really really really getting under my skin. :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed: :annoyed:
3drts
Trained
Trained
Posts: 379
Joined: 01 Aug 2007, 03:50

Re: 16 player map,Transport

Post by 3drts »

The argument goes that one of the advantages of cyborgs is their transportability.
If you take that *advantage* (not ability) away, then the dynamics change, and cyborgs are a whole lot less attractive to use.

Also, borg drops are powerful enough, heavy tracked tank drops would really be powerful.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: 16 player map,Transport

Post by lav_coyote25 »

3drts wrote:The argument goes that one of the advantages of cyborgs is their transportability.
If you take that *advantage* (not ability) away, then the dynamics change, and cyborgs are a whole lot less attractive to use.

Also, borg drops are powerful enough, heavy tracked tank drops would really be powerful.

tank drops are powerfull, thing is, you should always plan for the eventuality of the unknown. ie: build aa no matter what. yoou never know if the buggers will use em. same thing goes for cyborgs, build what ever is the best thing to take em out.

suggestion: read this.... Sun Tzu 's art of war : http://www.sonshi.com/learn.html
User avatar
Black Project
Regular
Regular
Posts: 751
Joined: 04 Apr 2008, 20:53

Re: 16 player map,Transport

Post by Black Project »

lav_coyote25 wrote:
3drts wrote:The argument goes that one of the advantages of cyborgs is their transportability.
If you take that *advantage* (not ability) away, then the dynamics change, and cyborgs are a whole lot less attractive to use.

Also, borg drops are powerful enough, heavy tracked tank drops would really be powerful.
tank drops are powerfull, thing is, you should always plan for the eventuality of the unknown. ie: build aa no matter what. yoou never know if the buggers will use em. same thing goes for cyborgs, build what ever is the best thing to take em out.
I agree with your opinion Lav, there's a lot of options to how to take out a Vehicle Transport in the way to the player's base/units.

VTOL Lancers are great for hunt down these ones. Always have AA around the chokepoints, drive-off that pesky transport with a variety of AA defenses, self-propelled AA are good ones too.

Also, Zarel is planning sooner to add dedicated Air-to-Air weapons, just check out the following thread and enjoy 8): viewtopic.php?f=6&t=6278#p67473

Regards BP
3drts
Trained
Trained
Posts: 379
Joined: 01 Aug 2007, 03:50

Re: 16 player map,Transport

Post by 3drts »

lav_coyote25 wrote:
3drts wrote:The argument goes that one of the advantages of cyborgs is their transportability.
If you take that *advantage* (not ability) away, then the dynamics change, and cyborgs are a whole lot less attractive to use.

Also, borg drops are powerful enough, heavy tracked tank drops would really be powerful.

tank drops are powerfull, thing is, you should always plan for the eventuality of the unknown. ie: build aa no matter what. yoou never know if the buggers will use em. same thing goes for cyborgs, build what ever is the best thing to take em out.

suggestion: read this.... Sun Tzu 's art of war : http://www.sonshi.com/learn.html

Yes of course you should build AA no matter what.
Getting caught "with your pants down" so to speak without AA can be devestating for a variety of reasons.
HEAP/Thermite bombers can level your base ridiculously fast if you don't have a thick field of AA.
As can cyborg transports.

As to the art of war... this isn't a war, despite the games moniker, it is still a game.
Games may have arbitrary balance if it makes it more fun to play.
The only consideration is if it is more fun to be able to transport all your units, or to have a specific class that can be transported.
You may say more powerful options are more fun, but games wouldn't be more fun if we had the superweapon you can get with the "give all" cheat- they would just be ridiculous.

If a vehicle transport is added, and the majority of players don't like the resulting change to gameplay dynamics, it should be removed.

Would anyone use cyborg drops, if they could instead drop tracked units?

Cyborgs get chewed up so bad by artillery, even if you bypass a chokepoint, artillery still can do a lot to dropped cyborg forces...
Look at the modifiers vs tracked units, who would bother with cyborg drops anymore?