hey, i noticed the command turret is just simply utterly useless on Multiplayer games. an in a way command turrets dont really make much sense to use attall, so i was thinking, why not have the command turret give like a 10% bonus to damage or something? cause you think about it. it paints its target for other tanks in its command to fire on. so why not give it a targetting advantage to hit more critial points on there enemies, hence just give it 10% increase in damage. and give the turret a larger amount of hitpoints. has anyone ever thaught about that? i think it be pretty cool feature to have. an finally make use of command turrets in multiplayer rather than mindlessly spawning out units to battle.
that is if its possible to do something like that on this game. but if it is, i think be pretty good
anyone any thaughts?
The Command Turret
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NoQ
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Re: The Command Turret
Commanders will be useless in MP unless buffed really a lot, because any human will just kill them first; they'll never gather the necessary experience.
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Rman Virgil
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Re: The Command Turret
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Perhaps something along the lines of a Commander exclusive Special Ability - SEE Droid Shield
- Mado Mitaguyasin, RV
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Perhaps something along the lines of a Commander exclusive Special Ability - SEE Droid Shield
- Mado Mitaguyasin, RV
.
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: The Command Turret
Good point!
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Iluvalar
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Re: The Command Turret
They do give a bonus (around 20%) to the units. see http://guide.wz2100.net/experience.
Commanders are really one of my favorite part of the game but there is 3 things right now that stop them from being used:
A) Their price (they cost too much for what they give)
B) Their should be an option in factories to set what happen when commander is full : continue or stop.
C) Troops in commander control should not be selectable by common shortcut like CTRL+A
the best of the best would be that at the death of a commander, his best champion go to recycling and the factory assigned to him auto-rebuild the last design with a commander. The other troops then are reassigned to that new commander and he go exaclty where the last commander was (except told differently).
Commanders are really one of my favorite part of the game but there is 3 things right now that stop them from being used:
A) Their price (they cost too much for what they give)
B) Their should be an option in factories to set what happen when commander is full : continue or stop.
C) Troops in commander control should not be selectable by common shortcut like CTRL+A
the best of the best would be that at the death of a commander, his best champion go to recycling and the factory assigned to him auto-rebuild the last design with a commander. The other troops then are reassigned to that new commander and he go exaclty where the last commander was (except told differently).
Heretic 2.3 improver and proud of it.
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Rman Virgil
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Re: The Command Turret
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This post is not intended to dissuade further fresh thinking on commanders.
That said, a couple years ago I (as member whip) aggregated a decades worth of thinking (by many members over those years) on ways to improve commanders.
It's been a fascinating topic since the retail release of the game in April 1999 (by June 1999 there was already a commander thread in the Official Retail BBs with over 300 postings) for the simple reason that commanders have much unrealized potential and are clearly one of those MP parts of the game left unfinished by WZ Creators, Pumpkin Studios, when they were disbanded and all work on the sequel ended the summer of '99.
Here's that thread link:
Commander Command Improvements -- What ? Details ?
- Yebo, sanibonani... RV
.
This post is not intended to dissuade further fresh thinking on commanders.
That said, a couple years ago I (as member whip) aggregated a decades worth of thinking (by many members over those years) on ways to improve commanders.
It's been a fascinating topic since the retail release of the game in April 1999 (by June 1999 there was already a commander thread in the Official Retail BBs with over 300 postings) for the simple reason that commanders have much unrealized potential and are clearly one of those MP parts of the game left unfinished by WZ Creators, Pumpkin Studios, when they were disbanded and all work on the sequel ended the summer of '99.
Here's that thread link:
Commander Command Improvements -- What ? Details ?
- Yebo, sanibonani... RV
.