A few ideas

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Zi-Chan
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Re: A few ideas

Post by Zi-Chan »

doom3r wrote:If you want to keep the game closer to reality, then a base should start developing weapons before anything else.
Hope I explained better this time
I got your Point, but as you say, it's about Reality. You are right, when you say, that every Base needs Defensive and Offensive Weapons - yes, this is Reality, no Doubt about the Need of Weapons. But it's just about Logic - it's Reality too, that the Technology of a Sensor itself does NOT need the Technology of the MachineGun as a Weapon itself for being developed. Those are completely different Technologies, so the Requirements are senseless, and this is all i am about. Nothing more.
As you say "a base SHOULD" - let the Situation and the Player decide that. It's his/her Base and everybody should be able to research the "wrong Way" (you might call it as that, i don't) - it's about deeper Logic of the Technologies itself and not about their Need. And it's about allowing doom3r.

Imagine the following Situation: You play a Group of Absconders and find a half-destroyed Base of a Faction. You begin to repair it and notice, the only built Defense-Structures you have, are Mortar Emplacements. You need to research the Sensor(Tower) for making them work correctly. There is an Enemy discovering that Area, which finds the Base too after some Minutes and begins to attack you with Mini-Rockets. You wouldn't need MachineGuns there, you would need Sensor-Towers for the Mortars to destroy those Enemies from afar and survive them. This is a Situation, where the elapsed Time to research the MachineGun(GuardTower), before you can research and build the Sensor(Tower), which doesn't have anything to do with the MachineGun, may cost your Life. :stare: It's about the Situation and the Will of the Player, which should decide, what should be researched first. Yes, this is a Campaign-Scenario and not Multiplayer, but as i said in the first Paragraph... Seperate Research-Trees and Structure Build-Categories for the Win! :scream:
:ninja:
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ClockWork
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Re: A few ideas

Post by ClockWork »

I would have to agree with letting the player decide what should get researched first on a tech tree. If I decide to research the sensors instead of the machine guns, and lose because of it, then that is just a learning experience in my opinion. But if I win because of my choice, then hey, more power to me.

But you know doom3r, you do bring up some good points. However, it will be up to you to decide what you want first. Its your base, no one has the right to control it if you don’t want them to. So what do you do? First, you research what you want. Then, you get a plan into action! No one is forcing you to get the sensors if you don’t want them.
Its all about the choice, and more choices makes for more complex strategy.