artillery toggle button - again

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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meeso
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artillery toggle button - again

Post by meeso »

Hello everyone, although i have raised that issue before, i really wish to see this happen one day in some future version, since i particularly like turtling games ;)

I have discussed in another topic (viewtopic.php?f=3&t=7179#p75157) the problems which arise from mortars firing automatically at enemy units which might sometimes lead to mortars firing at friendly units as well and other friendly structures and mortars, etc. So i think it would be a good idea to assign a button (such as ctrl+m ... m for mortar) to toggle mortar fire on and off. this would bring these artillery weapons more strategic use and allow players to protect their own units from mortar fire; after all it is not really logical that mortars fire at either enemy or friendly units when they are in close combat together, just like vtol in real wars. This could also apply to ripples, howitzers and generally all artillery emplacements that are selected or assigned special key-button. So the button should switch between automatic firing and hold fire. The same should apply to sensors (turrets or towers) since now they also target enemy units automatically. But as soon as these enemy units move close to friendly units, the sensor guiding ground shakers for example will become lethal to these friendly units as well. The whole idea of uncontrollable automatic firing does not make sense to me!

What do you think?
Wisler
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Re: artillery toggle button - again

Post by Wisler »

Some people might like this idea, but if you like turtling im guessing you also turn vtol off.

In a multiplayer game where artillery and vtols are turned off, one player isnt going to turtle and the other throws countless tanks ineffectively against their walls, they will both turtle. Im sure your thinking " ill just sit in my base and watch them die on the walls " that will not happen, the other people in this crazy game will realise they cant get in and also turtle, therefore you will both have invinicble bases and be bored.

Thanks just wanted to add my 2 cents, btw hi meeso :D
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meeso
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Re: artillery toggle button - again

Post by meeso »

hi Wisler :)

i played many many games like this, of course it's a long, and sometimes very long game. turtling does not necessarily require abolishing all other offensive means though; when my friends are free (which is unfortunately rare nowadays), we make different rules. for example, a limitation of one factory of each type (cyborg, turrets and vtols) depending on the map and wealth of oil. i like artillery wars with vtols in fact, because then you have to defend your artillery emplacements and oil derricks, and care more for power management, etc. These games last for long, but through them you practice the best strategic thinking and planning. and they are not so much less demanding in terms of performance and operation of units than the fast-paced total war games. if you stay in your base all the time you loose because you have to reach out for oil and defend it.

the idea of a toggle button is essential in these games also to protect players from being detected by CB towers. currently i build many many emplacements and distribute CB towers everywhere. if i succeed in doing this first, whatever emplacement the opponent builds will fire automatically near my towers, and all my emplacements will destroy it at once. it's unfair because, if you have the chance to build emplacements without them firing automatically, thus revealing themselves to enemy CB towers or turrets, this gives you the chance to build enough number of them so that you can stand up against enemy emplacements. This is only one aspect of the problem.

it's really simple. it's one button on the keyboard, when you press it you switch between automatic firing, and hold fire. Being an extensive user of mortar pits, my biggest problem is when a lowly enemy cyborg comes charging toward my base, causing all my mortar pits to fire at one another and my own base and units :) that doesn't seem fair, or even logical.

Best,
m.
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meeso
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Re: artillery toggle button - again

Post by meeso »

and also, recently i began playing with increased game speed !! revolutionarizes your performance ;)
Wisler
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Re: artillery toggle button - again

Post by Wisler »

to stop the borg running through your mortar pits, put them behind walls, also if the enemy builds loads of artillery and you have non, that doesnt automaticlaly mean you lose. You can VTOL them or tank rush. Depends what map aswell.
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Iluvalar
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Re: artillery toggle button - again

Post by Iluvalar »

I found that since I boosted them a little, tigers on tracks (once they finaly reach the battleground lol) look totally impervious to arty. A tank-only player that manage to survive until that point have a good chance at that point.

I must agree overall with Wisler. There is a lot of behavior that we can improve in the game. But each time, we have to reduce the damage of the same turret to keep the balance. Do you realise Meeso that we will need to take into account the gain of usefulness of the arty and take them something else in exchange ? We can't just improve the arty alone like that...
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