Buggerings from a new-old warzoner (commanders and mobile sensors)

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Andariel
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Joined: 08 Dec 2007, 02:11

Buggerings from a new-old warzoner (commanders and mobile sensors)

Post by Andariel »

Hi, nice to see this game gets some of the deserved polish, first, you need to fix this performance problems of 2.0.8release, 2.0.7and 2.0.8rc run fine (you probably know it i just wanted to point it out)

Second i was always bugged about how unusable the commanders and sensors can become. So here are some suggestions:

Idle sensors/commanders when set to "engage enemy" automatically target closest enemy for their assigned units (kills boring micromanagement and allows to concentrate on the big image instead of assigning targets for artillery and vtol)

Command Relay Center can be upgraded (as obvious they have module ports) i think that upgrades should allow the commander to make use of the best available sensor technology, they can be set to either cb or normal, when set to cb they will primarily engage artillery emplacements.

Flak's (german for antiaircannon:FlugAbwehrKanone) Will engage vtols even when the commander or sensor they are assigned to aim for ground units. In other words, AA units will defend their commander and sensor.

So that for what buggers me in warzone. (besides the worst pathfinding ever)

Now for some weapon ideas,
Dual Massdriver-All Massdriver as a dual version
The Dragon body can carry fortress turrets when the according fortress is researched, this should turn the vehicle into a real monster on the field (when i get to be able to field one of these i need some punch for them)
Assault Massdriver-like the assault cannon, but with a bigger punch

When the first part gets implanted i'm going to throw a party
when the weapons, i make sure you guys can has a partey in ze pents ;)

and last, Good Job keeping this nice game alive
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psychopompos
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Re: Buggerings from a new-old warzoner (commanders and mobile sensors)

Post by psychopompos »

Andariel wrote:
Flak's (german for antiaircannon:FlugAbwehrKanone) Will engage vtols even when the commander or sensor they are assigned to aim for ground units. In other words, AA units will defend their commander and sensor.
oh yes, i know that one >:( though i think its all aa turrets rather then just flackers.
a similar fix to the one used on the mob repair turret could fix that i guess.

also, there are many ideas on upgrading the commanders.
raising the min number of assigned units from 6 to 10
global experience (new units take on the greater experience of the commander while assigned)
multiple vectors. commander would tell assigned bunker busters to shoot defences, while cannons shot tanks at the same time.
shared los with assigned units was one i suggested
someone else suggested that commanders can use volley fire
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Andariel
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Joined: 08 Dec 2007, 02:11

Re: Buggerings from a new-old warzoner (commanders and mobile sensors)

Post by Andariel »

i just wish any idle sensor or commander would assign targets, its so simple its brilliant

but yes different vectors sounds awesome
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psychopompos
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Re: Buggerings from a new-old warzoner (commanders and mobile sensors)

Post by psychopompos »

i think thats due to los.
the commander may not see the enemy unit itself, so doesnt target it.

sensors do it too meaning 2or3 cyborgs can kill of lots of expensive arty units with them never firing a shot in their own defence.
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MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
TheDaze
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Re: Buggerings from a new-old warzoner (commanders and mobile sensors)

Post by TheDaze »

Andariel wrote: i just wish any idle sensor or commander would assign targets, its so simple its brilliant
Idle commanders do assign targets, but only when they enter their Line Of Sight. Which is unforgiveably short. You cant see that if you press Shift+F12 during gameplay. Psycho suggested shared LOS. Myself, I believe an increase of sight range would be quite satisfactory and of low impact on the processor as well.

I often observe commanders idling away even after a target has entered their LOS. I guess this is caused by underprocessing the loop. My Pentium-M 1.7GHz notebook seems to be too slow to keep up with the battlefield. Similar lag is happening to all types of units and when the load is heavy enough it can take time to calculate routes as well, so it doesn't help even if I assign tasks manually. So, if you are gonna play over network, make sure you have the fastest computer, it makes a big difference.
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