Factions: ideas and problems

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Mysteryem
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Factions: ideas and problems

Post by Mysteryem »

Implementation:
There has been a lot of talk about making playable factions in warzone 2100 lately. I've been thinking through different ways to create them. Each way I have thought up has it's own pros and cons and there are some problems with all of them. So far I haven't tested any of them so they are all theoretical.

Ideas: (all with the exception of 5. are moddable)
  1. Entirely separate research trees. From the beginning of a game the player can research a 'master' research topic for the faction they have chosen to play as. The master research topic must be researched for the faction's research to become available.
    Pros:
    • if a player decides to cheat the system and try and research multiple factions' tech trees they will be caught very far behind with their research unless the game has turned into a T2-3 stalemate
    • Might be possible to make the master research topic make the other factions' specific buildings and components redundant and therefore not allow a player to research them
    Cons:
    • large amount of effort has to be put in to set up the research stats files
    • will probably hit a hardcoded limit on the maximum number of research items
    • starting a T2 or T3 game will probably not be possible
  2. All of the new faction specific research is added in addition to the current tech tree and a faction specific research must be researched for those to become available.
    Pros:
    • Relatively small amount of effort in comparison
    • Can start T2 and T3 games properly
    • Might be possible to make the master research topic make the other factions' specific buildings and components redundant and therefore not allow a player to research them
    Cons:
    • Players can easily 'cheat the system' by researching all or some of the faction research to give them the extra research topics for each faction
  3. Faction specific HQ or other building that is required for the faction research (in the same way the command centre is required for base defences.
    Pros:
    • Can start T2 or T3 games properly
    • Can be used in conjunction with other ideas, the building could be a requirement for the faction specific research or the 'master' research topic
    • A limit of one of that building 'type' can be made (may need some need code changes for a new building type)
    Cons:
    • If said structure is destroyed, the player is at a huge disadvantage and will most probably lose
    • Making the structure incredibly strong/invincible can be abused greatly; the building will be attackable unless it's hardcoded or buried in the ground, it will still block the tile it is on though if it's buried
  4. The PIE files can be edited in such a way that more than one structure/component can be in one file and that each polygon is textured to be transparent on all but one teamcolour.
    Pros:
    • Doesn't mess with research
    • Can be used in conjunction with other ideas
    Cons:
    • Might surpass the polygon/vertex limit in some of the large files
    • Only changes looks unless used in conjunction with others
    • Buildings and components that don't have team colours cannot be changed
    • Pie files that are animated in-game cannot be changed
    • Only one of each faction can be played on a map, players might fight over which faction they want to be
  5. Hardcoded into the game.
    Pros:
    • Can avoid all of the before said problems if enough time is put into it.
    Cons:
    • Large amount of time required from the devs and other people with access to the source code
    • Will not be easily changeable unless parts of it are made moddable, which will take up more time
Problems with all of them (maybe with the exception of 5.):
  • How to change the structures that are available before the research facility
  • Changing the factories, power generators and research facilities is easy, changing the modules that go on top of them is not
  • There is no way to change the gui depending on what faction you have chosen
Faction specific ideas:
I've also come up with some plausible ideas on what each factions could have/get to be unique: (if you've got some good ideas, I'll scribble them down here too)
  • Mines
  • Additional cyborg units (commander, sensor, heavy repair, howitzer)
  • Jump 'Borgs
  • Extra NEXUS weapons, focussing on electronic warfare
  • Scavenger units and structures
  • Nuclear Reactor (as seen in NTW mod and wherever it was from originally)
  • Super Fortresses
  • Gates
  • Extra VTOL units (VTOL repair units, VTOL commanders, VTOL sensors(probably not VTOL trucks due to their overpowered-ness, but maybe if they can be balanced.)
  • More multiturret bodies
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meson
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Re: Factions: ideas and problems

Post by meson »

Are you wanting to make it mandatory to choose a faction or just be an option?

Will it be possible to play as a generic and still win if you do not choose a faction or do not like any of the choices?

Programming-wise, if you have to choose BEFORE the game starts, it is a lot easier to handle what is allowed and not. Also the "cheating" aspect can be handled by once you complete the "faction base tech" and set an enum, the rest of the faction stuff will not show up for you just as currently if you do not have the precursor tech, you do not get the adv tech item.
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macuser
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Re: Factions: ideas and problems

Post by macuser »

well i think gates should be available for all factions. and what about the big bertha howitzer and scout sensor vtols?
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Re: Factions: ideas and problems

Post by meson »

* Mines

Like the idea of these but would they be detectable or removable? Who would place them/remove them? New units or just add to capabilities of engineers? Cheap and small area defense ability would not be a bad thing.

* Additional cyborg units (commander, sensor, heavy repair, howitzer)

First 2 sound ok, the others not so much. Heavy repair implies supplies to accomplish the job and a borg unless it has a truck for them or a group is required to do the job seems a little far fetched (let me pull that 120mm barrel out of my back pocket guys...). Long range heavy weapons should stay on vehicles/emplacements.

* Jump 'Borgs

Going to be really hard to balance for these no matter how they are designed. They can easily make large amounts of vehicles and tech useless.

* Extra NEXUS weapons, focusing on electronic warfare

I like the idea of these though not sure what all they could encompass.

* Scavenger units and structures

Can NEVER have enough scavs.... :)

* Nuclear Reactor (as seen in NTW mod and wherever it was from originally)

Nukes are good and I would like to see them have consequences when destroyed to surrounding building/units. Nothing like a nice dose of radioactive meltdown/scatter to make your day fun. Perhaps even a delay to rebuild there like a destroyed derrick or maybe you cannot build there again so it makes them really nice but a two edged sword. Makes defense of them a real consideration and territory much more valuable around your base.

* Super Fortresses

The current levels seem good on these. Continual one upping does not really lead to a better enjoyment or fun game. The number of units in play are limited and it will eventually become a grind that will lose its appeal.

* Gates

Yes please on these.

* Extra VTOL units (VTOL repair units, VTOL commanders, VTOL sensors(probably not VTOL trucks due to their overpowered-ness, but maybe if they can be balanced.)

Like all of these. The truck could be very slow at building things. Think limited supplies and LOTS of return trips to base to move the resources. You could assume megalifters BUT they are very expensive and would be very easy to take out/disable so not a really good idea in the battlefield.

* More multiturret bodies

The only thing this really accomplishes is overcoming the unit number limits. A couple of designs in the game is ok but more than a few starts up the same path as the super fortresses. They might last a little longer and seem cooler but really what is the difference between two small MG units clashing vs two behemoths? Now a behemoth vs small units can be fun however how many opponents have you tried that do not USUALLY have similar or equivalent units/power when you get the multis? You both start making the multis and it devolves into basically the same as a battle of smalls(just with bigger punches and a win for the one who got in a lucky strike and ahead of the damage curve.)