Human Units?

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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Bruno Rodolfo
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Re: Human Units?

Post by Bruno Rodolfo »

have a super easy way to create human units:
find the base (or MP) / STATS / TEMPLATES
will have multiple units starting with "BABA".
near the propeller, you YES or NO, substitute if you put YES and NO!
Easy?!
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marsbound2024
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Re: Human Units?

Post by marsbound2024 »

All you have to do is use the scavengers and make them produceable units. Make them where they can be team-colored and give them a few different weapons. You do NOT want to overwhelm the player. I can see maybe two or three types of infantry. This would be the simplest way to implement it as a mod.

Overall, I think the game is fine with cyborgs, tanks and VTOLs as is. Perhaps we may revisit this in the future, but it won't be a priority on anything other than a mod in my opinion. Thanks for contributing that though! It's a fun idea! :)
3drts
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Re: Human Units?

Post by 3drts »

Basically, you want scavenger infantry, with a more diverse weapon type.

Crew ejecting from tanks, capturing abandoned tanks, and sneaking, are all to complex to implement, realistically speaking.

Although, I hear wz has framework for an ECM system, perhaps scav infantry could be given a high "ecm" value, and perhaps the detection range for them can be halved?

As for building "human units"
This can be done without too much difficulty - it shouldn't be too hard to make the scav infantry buildable, and make variants with different weapon stats, the question is where they are built from though.
Factories don't really make much sense, cyborg factories would make more sense, but why build infantry when you have cyborgs?

A 4th factory type - the scavenger "garage" would be needed. I suppose it would be a precursor to the other factories, and humans would be early game units.
One of the NTW mod versions had something like this
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Wibble199
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Re: Human Units?

Post by Wibble199 »

I think rather than have a garage it should be some sort of training building, if you know what I mean.
Where the 'troops' go to be trained and the power spent is being spent on their training rather than constructing them, because, well, you don't contruct people :lol:
3drts
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Re: Human Units?

Post by 3drts »

Ok, well call the scav garage the post apocalyptic soldier recruitment bar and tavern

I'm just looking for things already in game that would save effort at implementation.
The less work it takes to do, the more likelihood it will at least show up in a mod.
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Wibble199
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Re: Human Units?

Post by Wibble199 »

Im not saying it would work differently, just look different ;)
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Delphinio
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Re: Human Units?

Post by Delphinio »

A 4th factory type - the scavenger "garage" would be needed. I suppose it would be a precursor to the other factories, and humans would be early game units.
One of the NTW mod versions had something like this
They are still in NTW Mod.

-- Delphinio
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Merowingg
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Re: Human Units?

Post by Merowingg »

Well :) I like the scavengers cannon meat :) I mean their human units :) and sound they make when burned ;)

But human units normally.. I am not sure.. They would have to be more powerful, something like superhumans, but in this place we have already cyborgs..
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Iluvalar
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Re: Human Units?

Post by Iluvalar »

Well, I understand that this would be a huge change but I have been daydreaming about this whole idea.

In my head, it would take body in the technology level minus 2. Where you build conventional barack and some sort of little tank garage with pre-cobra body and weapon sets. We would build farms to get energy anywhere the soil is good. We would build huge cities (on big part of the map), with lots of banks, skyscrappers, markets that would finally boost our revenue. Warfare would have more to do with taking over enemies cities and buildings with little soldiers walking into the streets that with completely destoying them like it is in tech lvl 1. Some good players would even be able to just concentrate into increasing revenue and building better infrastructure with really low emphasis over warfare. A political or diplomatic victory would be possible at this stage.

But, sadly, when we attain the tech level zero, all research in weapons start to contain the adjective "radioactive" or "bio". Radioactive bullets, radioactive grenades, biological bombs, and so on... tech tree would look like : bio bombs => FSJ-X virus MK-1,2,3 => micromech. enhanced strain :lol2: . Those weapons would all have a incredibly high secondary effect radius. Farms that would be not even close to a combat would start becoming brownish and not produce anymore. Somehow player would still make some revenue with their banks and the "new paradigm market" research. But sooner or later, even the bank will suffer and crumble from the radioactivity. No building from the last tech level would hold very long.

Of course on the other hand, we would see, radioactive resistant, bio resistant stuff in the research tree (hopefully if we are enough advanced) and those reasearch would culminate with the cyborgs, the cobra bodies and the relevant upgrades for the relevant buildings that would finally lead to the tech level 1 we all know and every players would end up starting all over again (but this time, the will destroy every thing in their path :twisted:). Maybe, sometimes, with relevant research and special care, some players will manage to keep some farms and buildings behind a triple thick walls. Players would still be able to build conventional human units but any single "bio granade cyborg" would get rid of them all so they would be a waste of time and become obsolete.

Again, I can't stress it enough. I totally know that all this is lot of work. I'm not asking in anyway that all this would appear in the V.3.0 . But as how I understand it, there is already the 3d engine, the gui, the queuing stuff, the pathfinding code, etc. What would be really missing is the 3d models for pre-apocalyptic buildings and human troops, some well designed and cool tech tree. some minor changes to the core engine (not that much if we are clever) and of course lot of balance issues.

Before people complain (I know you'll do it, you will say) : "hey ! This is totally a new gameplay that we don't aim in warzonne2100 that you propose !". This is exactly what this is all about. I really propose 3 totally new tech tree with a new different gameplay and feel that would attract some of the previous ideas that could have been fun but as been already discarded because "they were not fitting in the warzone2100 context". Their would be no point in making 3 new tech level just to make bigger what is already done and work well. The more I think about it, the more I think it could be feasible. And it would be at the end quite more attractive and fun that to put energy in the techlevel 4 with a new purple body, uraniumier improved bullet and longer ranged supercontinental missiles that try to fit in the same gameplay. Oups forget about that :lol2:. I'm really looking forward for that techlvl 4 to.
Heretic 2.3 improver and proud of it.
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Re: Human Units?

Post by T-C »

I also had the idea of human units, but I have a very different conception of how to implement them. Suppose each time a tank is destroyed, there is a chance the human driver survives (it is automatic -- the player doesn't eject them). At the location of the destroyed tank, the game would spawn a scavenger-type human unit with the same experience as the destroyed tank and give it orders to recycle at the nearest facility. The human could not be selected or controlled by the player.

This would result in the preservation of some unit experience, even from losing battles, from drivers who manage to escape destroyed tanks and return to base. However, it would not be enough to imbalance the game or add complexity. In special cases, players might try to protect their own fleeing humans or target the enemy's; but that isn't likely to have a significant influence on the game. The main reason to do this would be to add thematic flavor. Imagine the epic tale of the machinegun driver who, against the odds, survives the tragic oil derrick massacre, makes his way back to the base through hostile territory, gets promoted to commander, and leads the second army to glorious victory!

If that idea works well, a further step could be to add technologies that improve the survival rate of the drivers (high tech seat belts and airbags?).

-TC