Designing cyborgs like vehicles

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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ninjatoast
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Re: Designing cyborgs like vehicles

Post by ninjatoast »

If this was implemented, over time more cyborg bodies, legs and weapons could be added, leading to a much more varied game.
If someone is willing to do the work, I think this would be a great feature.
I'm going to be trying out mapping and modeling soon.
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Re: Designing cyborgs like vehicles

Post by MetalWarrior95 »

It would be nice if cyborg could have half tracks for faster movement...
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Re: Designing cyborgs like vehicles

Post by Olrox »

MetalWarrior95 wrote:It would be nice if cyborg could have half tracks for faster movement...
O_o
That'd then be a light tank, not a cyborg, I think. Cyborgs are meant to be infantry :hmm:

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Roux Le Corps
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Re: Designing cyborgs like vehicles

Post by Roux Le Corps »

just give new propulsions not tracks lol, thin streamlined legs for speed, thicker, sturdier looking legs for defense, and i know it was tried and failed jump jet bodies/ legs etc, you really don't have to cross design borgs with vehicles :)

well thats my two cents
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Corporal Punishment
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Re: Designing cyborgs like vehicles

Post by Corporal Punishment »

Emdek wrote:Of another draft, currently if cyborg is destroyed then it's experience is lost, right?
But as far as I remember cyborgs are controlled by humans in immersion tanks, right?
Then maybe experience of lost units could be given to new ones (or operator dies with it's artificial body?)?
I'm not using cyborgs at all, so I'm not sure how big balancing issues it could create, but maybe making cyborgs a bit more expensive or / and give them less HP would make it?
Actually, the immersion tank thing was for humans to enter cyberspace. WZ cyborgs are soldiers wearing power suits which they control via synaptic link implants, as is explained in a campaign video. This makes it inevitable to loose the experience once the unit dies. Except, if the soldier would discard the suit as it gets to badly damaged and continue as a scav bloke, trying to make his way back to base. By the way, why are cyborgs produced in a factory? For soldiers in power suits, a barracks would seem more appropriate.
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Roux Le Corps
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Re: Designing cyborgs like vehicles

Post by Roux Le Corps »

using the factory to build the suit and hardwire it to his body? i think they are missing an arm for the turret aren't they so maybe its more than just the synaptic link going on in there?
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Re: Designing cyborgs like vehicles

Post by Corporal Punishment »

I guess replacing the right arm for a turret is due to restrictions of the graphics engine. In campaign videos, cyborgs are depicted much in the manner of SC Marines. I really think the original developers had some kind of armored exoskeleton in mind which the soldiers could take off. Everything else would be contradictory to the whole idea of The Project and fit more with Nexus's line of thought.

By the way, I also don't think vehicles are supposed to be unmanned. The word Droid appears more like an internal term to describe their functionality within the software than something gameworld-related. But this is nothing to be discussed in this thread and just my random two cents.
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Re: Designing cyborgs like vehicles

Post by MetalWarrior95 »

I think that cyborgs would need four legs for mountains... xD
They would be slow for maybe 1% but a bit stronger and with some coding they want go faster up on mountains...
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Re: Designing cyborgs like vehicles

Post by Corporal Punishment »

"Centaur Propulsion" or what? Something like this, as a new vehicle propulsion, has been suggested several times and actually exists but is not used in-game for balance reasons. But Zarel said he'd implement it one day if somebody came up with a good balancing and artwork. But centaur cyborgs? No, that would be contradictory to what a cyborg in WZ is.
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Saberuneko
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Re: Designing cyborgs like vehicles

Post by Saberuneko »

Random ideas for cyborg propulsions:

Normal Legs
Faster Legs (faster, but less defence)
Jump BackPacks (a little slower, but able to jump to higher terrain)
Flight-able cyborgs?
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Re: Designing cyborgs like vehicles

Post by Emdek »

Saberuneko wrote:Flight-able cyborgs?
But how would those differ from VTOLs?
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Corporal Punishment
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Re: Designing cyborgs like vehicles

Post by Corporal Punishment »

Saberuneko wrote: Jump BackPacks (a little slower, but able to jump to higher terrain)
That's another feature the game already has but is disabled for balancing reasons.
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Re: Designing cyborgs like vehicles

Post by Olrox »

Corporal Punishment wrote: That's another feature the game already has but is disabled for balancing reasons.
That, and the fact that even though the idea itself sounded nice, nobody really wanted them to be mantained in-game after it was done.

Would be good if we had specialized, Stone-paper-scissors balanced infantry, like in C&C's as a whole. In C&C3, Zone troopers worked out really nice with their jump packs, but they were specialized, expensive infantry. In warzone, every infantry is about the same, but with different guns.

Also, we'd need serious penalties to jump-pack infantry to balance them. I personally don't think it's worthy messing with balance to make something that was already a "failure".

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Roux Le Corps
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Re: Designing cyborgs like vehicles

Post by Roux Le Corps »

Corporal Punishment wrote:Also, we'd need serious penalties to jump-pack infantry to balance them. I personally don't think it's worthy messing with balance to make something that was already a "failure".

~Olrox
Well maybe just like in c&c it has a downtime between launch, moving after landing, and then recharge between jumps? I've always felt that the infantry ~cyborgs~ could use some more specialization too, also i was thinking maybe be super borg only but a jump borg is significantly weaker compared to other borgs? maybe 80% of the normal s.borg health? just throwing that in there.

Maybe that could work? or would a weapon lock while ~rebooting the system~ after a landing?
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