Scavenger Structures

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Black Project
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Scavenger Structures

Post by Black Project »

New Scavenger Structures:
wz2100_shot_033.png
wz2100_shot_034.png
wz2100_shot_035.png
Maybe it's should be implemented in the NTW Mod of the Official Release, what you think?

Feel free to comment, regards.
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coolkid
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Re: Scavenger Structures

Post by coolkid »

nice it makes the scavs have more of a complete faction like the regualar side.

me thinks we can slowly evolve into faction wars or ScAv Wars To thE ExtrEme (scav vrs scav ultra low tech fighting) like infintry replace cyborgs helis replace vtols.
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Per
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Re: Scavenger Structures

Post by Per »

Nice.
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manaze
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Re: Scavenger Structures

Post by manaze »

i agree, the scavengers should have their own faction.........

Have u created anything else beside the hq and these?

I hope u creat them in a mod of some type.
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Re: Scavenger Structures

Post by manaze »

Ive been looking over ur past mods, --mod_mp UKM_2.0SV.wz

I tried getting it to work becuase it states u can use all scavenger units and biuldings.

Is the Ultimate killer mod going to be 2.1rc2 compatible? Im very interested in making scavengers their own faction, using the t1 mod where u can research past that and u can be the scavengers and have a fighting chance.

Just a thought.

manaze

Image

Image
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whippersnapper
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Re: Scavenger Structures

Post by whippersnapper »

I'm very interested in making scavengers their own faction, using the t1 mod where u can research past that and u can be the scavengers and have a fighting chance
Could be very popular. loads of fun, I have no doubt.

...having a fighting chance.. that's at the heart of it and the great challenge.. on the dev side & play side.

And the million dollar question - exactly how ? How that is serious as in believable and not played for laughs (though
there is nothing wrong with that tack... just a different goal.)

I've wondered about the details of getting to where the Scavs can have a believable fighting chance vs. T1 Project Tech at
it's highest level.

I have ideas, But this is your proposition and work and I would be more interested in the details of what you all have in mind.

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DarkCheetah
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Re: Scavenger Structures

Post by DarkCheetah »

yes we need this!!! we need this for improved NTW mod! becuase if u upgrade a factory, then the factory has no panel , same for PG and RC , so we need these models for the NTW mod :3
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Cib
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Re: Scavenger Structures

Post by Cib »

Some thoughts from the new guy:

If their units a sufficiently cheep enough, they have numbers to work with.

What about IEDs/mines?

Infantry with AA weapons?

Junk Barricades (Like tank traps?) Image

Tank idea:
Image
http://en.wikipedia.org/wiki/Marvin_Heemeyer
Image
Image
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Black Project
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Re: Scavenger Structures

Post by Black Project »

manaze wrote:Ive been looking over ur past mods, --mod_mp UKM_2.0SV.wz

I tried getting it to work becuase it states u can use all scavenger units and biuldings.

Is the Ultimate killer mod going to be 2.1rc2 compatible? Im very interested in making scavengers their own faction, using the t1 mod where u can research past that and u can be the scavengers and have a fighting chance.

I'm still developed the UKM for 2.1, ut is not finished and i can't release it.

It's still diferent than the 2.0.x version, because convert the UKM 2.0SV to 2.1 is a lot complicated, so i started a new one about 2 months ago.

After i released the WarZombie 2100 V1.3, i begin to develop a Scavenger Mod to 2.1

It will take a time to get finished, but i can create a topic showing all it's progress.
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whippersnapper
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Re: Scavenger Structures

Post by whippersnapper »

After i released the WarZombie 2100 V1.3, i begin to develop a Scavenger Mod to 2.1

It will take a time to get finished, but i can create a topic showing all it's progress.
If you have the time, that would be kwel. I'm very curious how your approaching the game play mechanics.

Regards..

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new paradigm leader
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Re: Scavenger Structures

Post by new paradigm leader »

as it goes Scavs should be given a little more in the way of ability because one thing people do is underestimate the sheer genius of small factions like this. as scavengers is it not completely rational to expect them to have scavenged from high level research base (e.g. Area 51) it's also quite frankly not that difficult to produce devastating weaponry from basic things I mean look at what's happening in Afghanistan and Iraq the US military have been put to shame by improvised weapons technology. same goes for Vietnam. it would not be difficult to scavenge aircraft as most cities have airports and these all have a wide variety of aircraft. not to mention all the nukes, heavy chainguns, AT rockets, armour etc. so in reflection i think its wholly understandable to think that the scavengers can compete with even nexus. any other views?
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carlIsBeastly
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Re: Scavenger Structures

Post by carlIsBeastly »

The scavs wouldn't be able to compete with nexus. The reason forces in Vietnam and the Middle East are so successful is because they use guerilla tactics. This isn't the case with the scavs. They rely on open confrontation. now, if some kind of stealth could be added and applied to scav infantry or mines, then that would work.
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Re: Scavenger Structures

Post by TVR »

Perhaps scavenger versus T1 should not rely on open confrontation, but rather one-sided assault by superior units from a single LZ attempting to complete objectives/retrieve artifacts, while scavengers have full minimap and pre-placed defences, and oppose the assaulting forces for as long as possible.
robby_kane
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Re: Scavenger Structures

Post by robby_kane »

if u do what C&C dose

scavs can go in buildings like bunkers

can go in houses that r on the map already

can go into vehicals like an apc

and then the player is the scavs and the rest are the project and can upgrade like normal but the player cant xD
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new paradigm leader
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Re: Scavenger Structures

Post by new paradigm leader »

i have solutions for your doubts as to the viability of scavengers to survive a T3 battle
numero 1: SCAVENGING: if they scavenge then they win all they need to do is take out one tank and its a technological feast
number 2: improve the AI let them have the capability to use hit and run tactics
number 3: give them a tech tree.
number 4: give them heavy bodies and weapons
sadly all that takes code and i can't script.

Yours

NPL
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