Actions Per Minute

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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effigy
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Re: Actions Per Minute

Post by effigy »

@Rman, Emdek: My feeling on commanders is simply that they don't survive a barrage from the mass of enemy units we're currently allowed. They're feature set is good (though, there's always room for improvement). This problem is exaggerated in high oil battles because they're confronted with large groups before they can gain much rank, and you'll be needing to make more commanders to accommodate you're surplus of units.

The fix seems simple to me, though perhaps I'm missing something in the big picture: 1) give them more HP. Either as a seemingly ridiculous base value and/or better rank bonus; 2) allow more units per rank (starting with 10+)
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Emdek
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Re: Actions Per Minute

Post by Emdek »

effigy, according to description of upgrades in MP mode they should get improvements from researching new turret versions, isn't that true?
It works just like in campaign, so amount of units depends on experience only?
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effigy
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Re: Actions Per Minute

Post by effigy »

I forgot about researching upgrades... I don't have a clue what the preq's are for them *checks*

Assuming this is still true: http://guide.wz2100.net/w/#command there is indeed a small boost to HP with each research item. It looks like the preq's are easy, just research tank alloys. Hmm... maybe I need to experiment more, though, I'm doubtful that 200 HP each upgrade is enough.

AFAIK each rank gets a bonus to avert damage: http://guide.wz2100.net/experience, I'm certain rank is what determines the amount of units attached.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Emdek
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Re: Actions Per Minute

Post by Emdek »

This is that ticket, #2469.
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Nameless
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Re: Actions Per Minute

Post by Nameless »

NoQ wrote:I don't think it's lacking. Well, it's not as developed as in starcraft, but i use very clean well-tested build orders most of the time, and i teach my AI to use them as well. Some of the most currently notable include factory-lab-command-factory-factory-gen fastest machinegun rush (sometimes with early cannons) (with one or two extra trucks) and lab-factory-factory-lab-command-gen (and tech directly to halftracks in first lab) (with 5 extra trucks, to compensate late oil hunt start) (usually transitioning to rockets, since you have early engineering anyway).
Oops, by re-reading my old-post I now realize I mean 'lacking' as in 'undeveloped' .. but I think you got that already :).

Is there a page that outlines such BO's?
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Rman Virgil
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Re: Actions Per Minute

Post by Rman Virgil »

.

*Double Take* Interesting shift there on the state WZ build orders. Guess it's not opposite experiences afterall. ;)

Well then, move onward....

effigy wrote:@Rman, Emdek: My feeling on commanders is simply that they don't survive a barrage from the mass of enemy units we're currently allowed. They're feature set is good (though, there's always room for improvement). This problem is exaggerated in high oil battles because they're confronted with large groups before they can gain much rank, and you'll be needing to make more commanders to accommodate you're surplus of units.

The fix seems simple to me, though perhaps I'm missing something in the big picture: 1) give them more HP. Either as a seemingly ridiculous base value and/or better rank bonus; 2) allow more units per rank (starting with 10+)
effigy, I'll make a seperate thread on Commanders in this bb tomorro. :3

Their direct correlation to this thread's subject & Build Order GPMs are not being percieved for the most part, it would appear. Then again reductionism is always easier at first blush to follow than system dynamics thinking but I'm sure it will all eventually resolve itself in time when this particular instance of selective exposure is long forgotten. A very common pattern since 2005 & even reaching new heights of late, but I diverge. ;)

- Regards, RV. :ninja:
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effigy
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Re: Actions Per Minute

Post by effigy »

Rman Virgil wrote:.

...
effigy, I'll make a seperate thread on Commanders in this bb tomorro. :3

Their direct correlation to this thread's subject & Build Order GPMs are not being percieved for the most part, it would appear. Then again reductionism is always easier at first blush to follow than system dynamics thinking but I'm sure it will all eventually resolve itself in time when this particular instance of selective exposure is long forgotten. A very common pattern since 2005 & even reaching new heights of late, but I diverge. ;)

- Regards, RV. :ninja:
.
I hope I didn't miss your post somewhere :)

I've had the opportunity to put commanders to work in a handful of MP & ski games recently. So far, in my experience, they definitely improve gameplay when oil is limited (4-6 oil resources).

On the rocket path I found myself wishing the commander beam was indirect fire due to troubles getting MRA to fire.

Tank dancing + narrow passages hamper retreating, with sometimes fatal results.

I think my only other complaint may be a bug: pressing ctrl+a selects all units, but afterwards any units assigned to a commander are unassigned.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Rman Virgil
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Re: Actions Per Minute

Post by Rman Virgil »

effigy wrote:.....

I hope I didn't miss your post somewhere :)

....
Nope, you didn't miss it. Still working on organizing its begining set of posts. It's taken longer than I anticipated. And that's just the start. Should be done l8r today. :)

I'll say one thing really quickly about your MP experience with 'em. You've highlighted some of their present shortfalls. There are many more. However they can almost all be put under one general heading - excessive, & too often fatal, baby sitting. You can see in the source where Pumpkin was working towards solving this but eventually had to scale back to their current crippled state because they essentually ran up against the retail release deadline imposed by Eidos. But we'll continue this (& other stuff like the morale schema related to experience and rank boons) in the dedicated thread. :3

- Regards, RV. :hmm:
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Re: Actions Per Minute

Post by Nameless »

(And yet, I do it again..)

Presuming that this idea is even a viable one; does there exist any code infrastructure to which the simple act of clicking the mouse, pressing a button, etc. could be utilized? Seeing as how theres' already a timer.. we're already halfway there ;)

Let the merit's of having such a mod be decided by future devotees!
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