some ideas

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!
Blutgraetsche
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Joined: 01 Oct 2013, 13:25

some ideas

Post by Blutgraetsche »

Hi there!

I'm new to the game, and actually I don't know it too well yet. Great! :D But still, there are some things about it that need to get improved, IMHO.

I have version 3.1, and units that are stuck in the middle of a bunch of tanks - that's a real problem, so much micro-management. If you have a huge mass of tanks to handle, it should be somewhat complicated, they shouldn't be able to move through each other as if they were air. Instead, you should lose time because the tanks have to manouevre. As in real life, it takes time to manouevre a large mass of vehicles.

I always run out of repair units: they are quicker than the heavy tanks, and so they are the first to arrive on the battlefield... I'd like to be able to use formations. First, do you want a (mixed) group to move as a tight packet? Or should everybody make it to the destination ASAP? Second, should the vulnerable units be protected? Should they be in the centre, surrounded by the stronger units, or in row two? Third, I'd like the "get scattered" option, in order to prevent them all being killed by a couple of unexpected mortar shells.

I'd like to have solid numbers ready at hand. I want to know exactly what I have to pay for a technology or a unit, and with units I'd like to have access to all its values with a right click. As a newbie it's really hard to find out these things, and this could probably easily be improved.

I find it very hard to tell the different units apart. I'd appreciate it if the different towers looked more different from each other.

Consider siege weapons in Age of Empires (AoE 2 always is my reference point, since it's a perfectly balanced game, IMHO). I'd like to have rams - slow, not too expensive, totally useless against units, rip down walls and buildings, resistant to long-range weapons, vulnerable to close-combat units. Also, the trebuchet was nice: very expensive, so it has to be protected. It has to be set up on the battlefield before use. And it is able to cause serious damage from the distance, especially on buildings, not so much on units. So, it shouldn't be an all around wonder weapon, but strong against bases and defence structures.

Also, I have the impression (but I'm not sure about this one) that the unit types could be a little bit more diverse (MG, cannon and rockets). Strenghts and weaknesses could be a little bit more accentuated. In MP against the computer, the way to go was to focus on one or two unit types, get them as strong as possible and neglect the rest more or less altogether. This may be different against more adaptable human opponents. But still, there might be an additional incentive to use a wide variety of different units. But again, I don't know the game well enough, I have to play around with the different units some more.

What do you think?

Great game!
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Iluvalar
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Re: some ideas

Post by Iluvalar »

Hi Blutgraetsche, welcome on the wz forums !

The fact that in a given game a player can't use correctly all the weapon is part of the game. This is what make choices in the lab relevant, If we'd need to use everything in all game, we could randomly research every thing in every game and I don't think it would be better.

The weapon modifiers are roughly around 30% now. This is 130% for the weapon time 130% for the propulsion. If a player have the perfect adapt, he end up being 69% stronger. Given that both player are equally skilled, it's already a huge bonus that can't be ignored at all.
Heretic 2.3 improver and proud of it.
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Rommel
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Joined: 03 Nov 2012, 19:44

Re: some ideas

Post by Rommel »

trebuchet - you want to check out ripple rockets, groundshaker howitzer, or Arch Angel missles - these are all long range weapons that can make a real mess of defensive structures.

You should also group your units and not move them around is such masses. - especially repair units, you should keep these back from the main front a bit.

have a look at this guide: http://web.archive.org/web/201301151511 ... z2100.net/ (I still don't understand why this was wiped from this site as it is still quite relevant in places).
Moving back instead of forward
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Blutgraetsche
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Joined: 01 Oct 2013, 13:25

Re: some ideas

Post by Blutgraetsche »

Thanks, very helpful!