Warzone 2100 wish list - all can contribute_part 2

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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Slazer
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Slazer »

yeah gates would be awesome im a turtler myself (well not in a traditional sense sence i kinda of actualy CARE how my base looks  8) ) so a gate would help alot of people quite a bit as if you get rushed by MG viperfs you wouldent worry about them getting threw your defences and into the cenetr of your base where your towers cant shoot em without any units...  EEK :o

but on another note i have a idea

i know a mod is out that adds some scavanger stuff to the game along with a lloonngg list of other stuff but what i noticed was the lack of scavanger vehicle drones and the two scavanger buildings ( the factory and the power plant) now if you turn on cheats and do the give all code (on the stable 2.0.10 version) you can get them buildable but personaly i dont like cheating to build my favoret structure and i especaly dont like scrolling through 8 tabs worth of structures to find one  >:( so if someone takes up the task of making the FULL scavanager faction maybe a scavanger gate as well? like the gate suggested eariler by HCN-Trooper but without the tesla weapons, uses the scavanger walling for the gate and the side and is easier to kill?  :)
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psychopompos
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by psychopompos »

HCN-Trooper wrote: You mean like This?
[ IMG ]http://i165.photobucket.com/albums/u58/ ... laGate.jpg[ /img ]

Can't convert it to Pie format :S so here is the 3ds format...
pretty much, but not connected like that, as that limits you to gates being n-s / e-w and would probably confuse the poor lil path-finding code.

i wonder how wz would cope faced with a tesla-lightning gfx effect... wasnt there a mod to add lightning floating about at one point???


which reminds me, being to build stuff without aligning them to the tiles, and the ability to rotate the structures.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Rider »

being to build stuff without aligning them to the tiles
BIG Opposed!

Please stick to tiled placement. IMO it feels a lot better to have some sort of reference to play structures on. There are some modern games who removed tiled placement (C&C3 for instance) and it just feels wrong. Supreme Commander had tiled placement, and it worked like a charm.

If it ain't broke, don't fix it.

I agree with rotation though, that might be cool :)
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by psychopompos »

i simple feel it would be easier to set defensive fortifications if you could have the walls built at any angle.

i had no issue with C&C 3, prefer it to other C&C games, though i prefer the way its implemented in warfront - turning point

then, i prefer the realism to the more arcade style most of the time.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Rider »

i simple feel it would be easier to set defensive fortifications if you could have the walls built at any angle.
Hmm, I do think that's an interesting idea... but I'm very much against dropping the tiled structure placing in favor of that feature. I'd rather have it like SimCity 4 handles roads, when you draw a road diagonally it fits "half-pieces" to make it look like a seamless diagonal road.

Like so:
Image

Which reminds me, I would like a more 'refined' way of wall placing. Now when more then 2 wall ends connect to another one, it turns into a hardpoint without a turret. I'd really like to see some T splits and corners and things. :)
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Machinegun Viper Wheels »

I say adding tabs to menus, like Cyborg, Turret, Wall, Utility, etc., etc. The only thing is, you'd have to extend the menu slightly. That's not much of a problem for me, but it's only my opinion. Oh, and a feature to add your own menu screens, end screens and other backgrounds, or just the ability to change the menu color. And for a while into the future, definitely an In-Game weapon editor with a reasonable GUI. These things may be crazy, but they just might work.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by kage »

Rider wrote: Which reminds me, I would like a more 'refined' way of wall placing. Now when more then 2 wall ends connect to another one, it turns into a hardpoint without a turret. I'd really like to see some T splits and corners and things. :)
i'd agree. up through 1.10, and everything i've seen in wzr, as soon as a wall becomes a hardpoint-style 'quad' segment, it stays that way indefinitely -- walls should dynamically reform in the most asthetically pleasing form whenever they are built or deconstructed. although one may argue this isn't realistic, neither is the idea of isolated wall segments.

what i specifically propose is:

1. a 'straight' wall segment (as opposed to a hardpoint-style 'quad') is at the end of a wall, its maximum hitpoints are reduced to half (because it doesn't have a proper end segment to use to maintain integrity).
2. a 'quad' piece in any configuration does not have its maximum hitpoints altered, but (implicitly) costs more and takes longer to build than a straight segment.
3. to make up for #1, all walls should have about 30% more hitpoints by default, but when surrounded by other wall segments of any kind, a straight wall has more hitpoints than a quad.
4. whenever a truck builds or demolishes a wall, it will also have to "build over" adjacent wall sections as needed to satisfy the requirement that:
  a. all linear walls are capped or cornered by a quad (or t-section, or corner piece, as proposed by rider).
  b. all quads that could be a straight piece will built into one, and the cost difference will be fully refunded to the player.
5. such wall maintainance of converting existing wall pieces is considered an automatic order for nearby trucks, but lower priority than normal repairs. after conversion, an even lower priority is automatically building a single wall piece to fill a one-tile gap between two straight wall pieces.

scenarios:

1. wall:

Code: Select all

#----#
123456
section 4 is destroyed by an enemy and looks something like:

Code: Select all

#-- -#
123456
sections 3, and 5 are straight wall pieces, and as they cannot properly end a wall, their maximum hitpoints are reduced to half, and the current hitpoints are halved as well (so if they already are 50% damaged, they'll now have 25% of their normal maximum hitpoints). this means it's easier to destroy walls one by one in order.

a truck nearby without orders would be given a low-priority auto order to build a wall at segment 4 again, since it is a one-tile gap.

2. using the same diagrams as above, the wall is demolished by the owning player's truck. now, implicitly as part of that order, the truck must also build segments 3 and 5 into quads so that it'll look like:

Code: Select all

#-# ##
123456
the time it takes to convert a wall is much shorter than the time it takes to build one in the first place. converting to quads from straight sections costs very little in power. converting from quads to straight sections refunds some power.

certainly for all the above to work well, some other changes should be made to the build system in warzone. namely:
  • nearby idle trucks may be given orders to automatically participate in existing build orders.
  • you don't tell the trucks to stop building something, you just mark whatever is being built to stop being constructed until further notice.
  • demolish orders can be applied in a drag-and-place system like building walls or other defenses
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Rider »

Actually, I think doing it in the vein of C&C might be better, just auto adjust the nearby segments as a new one is placed and have no difference in hitpoints/efficiency for different segment types. I'm just proposing a purely aesthetic update :)

--

I was also thinking about something minor just now. When I go to play the game and want to select a map, it's quite tedious to:

* check the list
* click on a map
* see the preview
* decide that it's not the one I want
* click the map selection button
* browse to the # players I want again
* pick a different one.

So I suggest a preview as you click on the map (in the area beneath the map buttons maybe?) and an "OK" button to confirm this map. IMO that would streamline map selection a lot.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by psychopompos »

selectable arty emplacement with orders.
op 1 offensive, ignores cb targets unless no targets on sensor.
op 2 standard, as now
op 3 defensive, ignores sensor targets unless no cb targets available
also, rocket batteries get focused target area, standard target area and wide target area.

also, remaining 5 enemy become flashing red waypoints in skirmish, its a pain trying to find the last ones on large maps.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Andariel »

Improvement of retreat orders
-Retreat to dismantle, retreats to recycle itself
-Retreat to refit, retreat to nearest facility and automatically orders to build a new unit (usefull to steadily upgrade the swarm without micromanaging the tech status of the army)
-Retreat to nearest healer
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Sonsalt »

To me it is most important to increase or reduce the research speed.

So in addition to a research center bar, one should be able to increase or decrease the speed of researches.

Especially in multilayer games when you play along with other players you basically rush through the various stages of development, without even using them.

If the research speed could be reduced significantly it would greatly improve the game play in long matches
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by doom3r »

An option for multiplayer games to select research speed would be ok IMO. That way players could choose how long a game will be, and, along with it, select the kind of gameplay they want, going from research-only matches with high-tech armies skirmishes and elite fighting to mass producing with only a few researches - which means more units managing and less energy spent on researches (as you wont spent half of your energy every 2 minutes for upgrading your technologies). The option would just scale the research speed, lets say 0.1x to 10x the standard speed for example.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by Misthafalls »

totally agreed with the research idea and offcourse the splitting in the building menu (it will save much pain :P)
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by psychopompos »

if you have 3 or 3 rep centers together, they should split the load between um more efficiently.
rather then having 2 all but idle.
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Re: Warzone 2100 wish list - all can contribute_part 2

Post by commondragon »

"Resume AI" button on debug, so the AI works after you take control of it (although sometimes you might WANT it stopped, which is why I presented a button).  You might also consider a menu were you can grant specific techs, for example, giving nexus towers to a specific AI (like maybe the scavengers).
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