SUPER UNITS

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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JDW
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Re: SUPER UNITS

Post by JDW »

j0shdrunk0nwar wrote:Nice idea, but better suited for Warzone5100 maybe?
nighthawk wrote:i'm guessing there's some other thread going on for the warzone 5100 right?
I probably shouldn't have said that. I must've appeared super sarcastic, sorry about that. Anyway, back to the topic at hand, Super Units:
nighthawk wrote:and the point of a mobile vtol pad is that my heavy slow bombers dont have to fly across the map to get refueled because that takes a very long time. the whole point of having aerial units is to conduct swift hit and run attacks from, if you will, the closest and most well equipped base.
Well, an alternative solution to Mobile VTOL-pad Units would be to build smaller bases (of only VTOL pads but heavily guarded) closer to the target that you wish to stike.

Here's another post that may hint to why Mobile VTOL Pads would probably be dangerous when in the hands of your opponent.
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Re: SUPER UNITS

Post by nighthawk »

hmph when your on a forum why do i even post eh? youve already done it. XD

yes josh you could do that, but then those bases would be vulnerable to enemy raids and artillery. the whole point of the moving pads, in a nutshell, if you will.
Last edited by nighthawk on 22 Jul 2010, 21:50, edited 1 time in total.
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Re: SUPER UNITS

Post by nighthawk »

when did i say that vtols are underpowered???? all i am trying to say is that it makes more strategic sense that we would have a mobile rearming station, if you will.

O K. think of it like this: your a general, your goal: to destroy the enemy in the fastest, most non resource consuming way possible with the least loss of life. now wouldnt it make sense to allow your troops to complete their mission faster and safer? its like this: you can either buck up and use what youve got, or, you can try and make this more of a challenge for you and risk losing.

now one of the most redeeming qualities of this game is its advanced research and in game development. aka: how the game evolves as you play, nothing really stays the same. now with this kind of game its inevitable that we end up making something like this, its how it works. now i'm not saying this will be an asset all through the game, like i said this is how it works: all the units, the weapons we create have a block that comes after we get that particular weapon or unit. (I can list some if you like) the trick is to use the unit or weapon in the best possible way right when we get it, right when its most affective. its what makes great games like these, the adaptive abillity in the game play. sadlly though, this cant all be incorporated into games. thats why these forums come along, we have to add the new things, we have to make the game evolve even if it already does some on its own. if we add mobile vtol pads or any super unit it will have to also be with a counter to that addition to make it fit. we cant just add random things without handling the consequences, and we cant just not add anything either, because thats how games go out of style. thats why warzone has made it this far, because it kept being remodeled and revised and redone but allways with the same elements fo the game left to keep it being warzone.
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Rman Virgil
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Re: SUPER UNITS

Post by Rman Virgil »

.

Why not simply a specialized Re-arming Truck (just that, does not repair or build) instead of a mobile pad ?

- RV :ninja:

.
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lav_coyote25
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Re: SUPER UNITS

Post by lav_coyote25 »

awesome suggestion. just rearm. if vtols too damaged , would have to go back to rtb.
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Re: SUPER UNITS

Post by Assault Gunner »

I like the idea. Also, I wasn't thinking flying VTOL pad. I was thinking a systems turret, which no VTOL can have.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Re: SUPER UNITS

Post by JDW »

nighthawk wrote:hmph when your on a forum why do i even post eh? youve already done it.
I guess I should lurk less XD

But I know what you mean. I think I talk block too much. Point taken nighthawk.
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Re: SUPER UNITS

Post by nighthawk »

j0shdrunk0nwar wrote:
nighthawk wrote:hmph when your on a forum why do i even post eh? youve already done it.
I guess I should lurk less XD

But I know what you mean. I think I talk block too much. Point taken nighthawk.


lol i was joking. but i take it as quite a compliment that you take me so seriously.
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Re: SUPER UNITS

Post by HEXUS »

I read this before joining the forum, and I can see we went from superweapon discussion to Mobile VTOL Pad fing. So, I'll attempt to get it back on track with mah 2 cents.
What if, rather than being "superweapons" persay, rather make them high-power late-game units, not exactly "superweapons", but powerful enough to stand out in their own way. For example, because I love walkers, my idea for a walker is this:
Bipedal legs, and a semi-bulky body, which has a cockpit embedded in it. On the left arm, right arm, and shoulders are hardpoints for weapons. So, for example, I could put a Pulse Laser (lol, Battletech namesteal) on the left arm, a Dual MG on the right arm, and, say, an Avenger SAM on the right shoulder and a Bunker Buster missile on the left shoulder. With this configuration, it's POWERFUL, but not indestructible. It would be able to target all unit types, but still, if you were to get pounded by a swarm of Super Cyborgs, or get hit by a small group of well-built, well armed and armoured tanks or VTOLS, it could easily be eradicated if the other player uses a worth while stratagem. On top of this, it would require several researches, like...of the top of my head, just an idea:
1)Gyroscopic Stabilization
2)Powered Actuator Construction
3)Multi-Hardpoint Syncing Node
4)Mech Power System
And, a level-3 factory, but that's pretty obvious, given it's intended as a late game unit.

Please be nice, I just started playing the game yesterday.
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Re: SUPER UNITS

Post by Roux Le Corps »

Hello hexus, glad to see you like Wz ^_^ but i don't think bipedal walkers would add much to this game, walkers have been suggested time and time again, with only one suggestion ever taken seriously

viewtopic.php?f=30&t=3682&hilit=walker

sadly no progress has been made lately.

Also, i think maximum amount of hard points is two, and as you'll soon learn, the dev's try to shoot for balance as much as possible, so while four turrets would be fun, it would become a 'who can get mech design first' affair, and that would drop the games already great system.

i hope i didnt come off too snobby or anything, but i hope to hear from you again around the forums!
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Re: SUPER UNITS

Post by HEXUS »

Not to be off topic, but you weren't snobby at all. It's the facts, if walkers don't work for WZ, they don't work for WZ, plain and simple. Same goes for the number of hardpoints.
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Re: SUPER UNITS

Post by Roux Le Corps »

i like you already, but i didnt say walkers WEREN'T for Wz, its just they would have to offer significant yet balanced advantages over other propulsions ^_^ which is why the insect style and its proposed cliff scaling abilities was actually looked into, it was plausible and broke from the traditional mech warrior style.
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Re: SUPER UNITS

Post by Assault Gunner »

I like the insect cliff abuser. A lot. Especially given the protection being on highground gives to certain units, namely, artillery vs. direct fire, or direct fire vs. direct fire, for that matter. If you back your units off, their rockets will hit the cliff, not your units. Artillery is another story, but...
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Re: SUPER UNITS

Post by Roux Le Corps »

exactly, that mech design in itself gave it a super ability, mobility ^_^ which in wz is hard to get without micro xD
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Re: SUPER UNITS

Post by nighthawk »

it would become a 'who can get mech design first' affair, and that would drop the games already great system.

dont we kind of already have that with the laser sat? when i play skirmish all the computer players race to get that.
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