Warzone 2100 wish list - all can contribute_part4

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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Revelo
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Revelo »

Request all Units shall quote Ashley J Williams upon selecting them and ordering them around, extra quotes for when they destroy something.

Request REM's "It's the End of the World as We Know It" to be made the official theme song for Warzone 2100.

please make the game more user friendly. I am old warzone veteran but i can not play skirmish games. It would be great if there was a a possibilty to see the research tree inside the game (it doesn't have to be a whole visualized research tree, even some text "research paths" would be great). I know i know, you will say that i can see it here on forums. And you will say that i am lazy, that after XXX hours i will know research tree by heart. You are right. But the truth is in the middle, the game would be more user friendly if the inexperienced player is not forced to check the website all the time.
For lack of a serious suggestion I am also going to request this. Now I am home I could play Skirmish games but it feels like a rather intimidating cliff to scale.
Read my review of Warzone 2100 here!
http://www.escapistmagazine.com/forums/read/326.115500
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Re: Warzone 2100 wish list - all can contribute_part4

Post by guciomir »

when i set "retreat at heavy/medium damage" units are trying to make it to the headquarters (or repair facility). Sometimes it gets them killed, if there is an enemy between them and the base. Moreover, i usually have some repair tanks nearby and have to "catch" every running unit and make it stop near my moving repair squad. What i would like is either:
a) units should retreat to nearest repair tank / repair facility / headquarters - in that order
b) player could set a flag on a map and force units do go there when they retreat - that would be perfect sollution for me i think
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Re: Warzone 2100 wish list - all can contribute_part4

Post by new paradigm leader »

my wish is a simple one allow for use of scavenger technology and maybe make T2 and T3 scavenger infantry and vehicles i.e. scavenger chimaera (a vehicle made up of several different vehicles like part jeep part industrial digger part jet aircraft etc) and things like this?

just a wish not necessary to act upon but it would be nice

yours

NPL
Return to your designated zone or be destroyed. You are in contravention of the new paradigm.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by zoid »

guciomir wrote:when i set "retreat at heavy/medium damage" units are trying to make it to the headquarters (or repair facility). Sometimes it gets them killed, if there is an enemy between them and the base. Moreover, i usually have some repair tanks nearby and have to "catch" every running unit and make it stop near my moving repair squad. What i would like is either:
a) units should retreat to nearest repair tank / repair facility / headquarters - in that order
b) player could set a flag on a map and force units do go there when they retreat - that would be perfect sollution for me i think
Setting retreat points would be awesome. In campaign I usually haul along a truck to build a repair center just so units will retreat where I want them. Nothing like your damaged Hero retreating right through the enemies' base. Now if wishes could come true...
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Luke »

Make the Command Relay Center do something. Right now, you only need it so that you can research the command turret. After that, you can demolish it, and never need it again.

Possible change: Whether you have a relay center or not, your Commanders can lead your units around and direct their fires. However, the units won't get their Commander's speed/accuracy/dodging bonuses unless your Command Relay Center is operational; instead, they use their own rank bonuses. Thus, the relay center now becomes a priority target that you need to protect, as its loss will degrade C&C and nullify the benefit of using a commander.

Twist: Add a modular add-on at some point in the research (I think the game originally was supposed to have this anyway) that increases the effect somehow (or, alternately, you have to build one module per commander, for a total of 5 that you can now control just like the description says). Make the modules expensive and slow to build.

Different twist: As a true "relay" center, increase its effectiveness the closer it is to the Commander and his battle group - so now it becomes more of a field structure, one that you build just like the repair center, just behind the front lines as your tanks push forward. Make it cheap and fast to build, but easy to destroy.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Luke »

MANPAD Cyborg: Carrying a 1-shot Avenger SAM like his Lancer, TK, and Scourge cousins.

Bunker Buster Cyborg: Self explanatory

Repair Facility Module: Makes it faster/better

Hardpoint Upgrade: Just like you can command a truck to build a hardpoint on an existing section of wall, so you should with existing hardpoints: it would demolish the old turret only, credit you 50% of the turret's cost, then build the new turret, all in one command, decreasing tedious microing.

Click-drag demolition. I am not the first to ask for this.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by zoid »

Luke wrote:Make the Command Relay Center do something. Right now, you only need it so that you can research the command turret. After that, you can demolish it, and never need it again.

Possible change: Whether you have a relay center or not, your Commanders can lead your units around and direct their fires. However, the units won't get their Commander's speed/accuracy/dodging bonuses unless your Command Relay Center is operational; instead, they use their own rank bonuses. Thus, the relay center now becomes a priority target that you need to protect, as its loss will degrade C&C and nullify the benefit of using a commander.

Twist: Add a modular add-on at some point in the research (I think the game originally was supposed to have this anyway) that increases the effect somehow (or, alternately, you have to build one module per commander, for a total of 5 that you can now control just like the description says). Make the modules expensive and slow to build.

Different twist: As a true "relay" center, increase its effectiveness the closer it is to the Commander and his battle group - so now it becomes more of a field structure, one that you build just like the repair center, just behind the front lines as your tanks push forward. Make it cheap and fast to build, but easy to destroy.
I like some of what you're saying. The most important thing is, either make the CRC useful or get rid of it! I have thought about your last suggestion before. I always thought it would be too hard to implement effectively, but it's not a bad idea. Building and destroying frontline CRC's would definitely add some more strategy. The funny thing is, even with the Commander's amazing powers (that keep getting increased), I still never use Commanders in MP. Hmm...
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Zarel »

zoid wrote:I like some of what you're saying. The most important thing is, either make the CRC useful or get rid of it! I have thought about your last suggestion before. I always thought it would be too hard to implement effectively, but it's not a bad idea. Building and destroying frontline CRC's would definitely add some more strategy. The funny thing is, even with the Commander's amazing powers (that keep getting increased), I still never use Commanders in MP. Hmm...
The thing is, Commander isn't really that amazing. It's hard to kill, and it upgrades the effective experience level of your units slightly (The dodge bonus is really the only one with any effect - speed and accuracy upgrades are too minor to be noticed - and your units gain experience with or without a commander, either, so the overall difference is only ~5% - compare to Hardened MG Bullets: +30%), but that's it.

And the drawback is that the Commander prevents you from microing your units, from unsticking your units when they get stuck, etc, etc. It's all really not that helpful right now.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by whippersnapper »

Zarel wrote:
The thing is, Commander isn't really that amazing. It's hard to kill, and it upgrades the effective experience level of your units slightly (The dodge bonus is really the only one with any effect - speed and accuracy upgrades are too minor to be noticed - and your units gain experience with or without a commander, either, so the overall difference is only ~5% - compare to Hardened MG Bullets: +30%), but that's it.

And the drawback is that the Commander prevents you from microing your units, from unsticking your units when they get stuck, etc, etc. It's all really not that helpful right now.
Yup... however...

I have high hopes that with BetaWidget-LUAs implementation the full potential of Commanders will be able to finally be realized. My single
biggest disappointment not long after the the source was released was the state of the widget scheme (and that I did not have the skills to do
a damn thing about it) so all the hoped for command enhancements would have to wait till someone with the skills-gifts to remake a better widget
scheme than Pumpkin's in fact did that crucial and far, far, reaching work... EG's work in this area is like a "god send", imho. Elio's projected
new UIs off of this development fulfillment, as well.

regards, whipper :cool:
.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Revelo »

If it wasn't too much of a problem to code I'd say give Cyborgs the ability to upgrade into Transformers ;)
Read my review of Warzone 2100 here!
http://www.escapistmagazine.com/forums/read/326.115500
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Re: Warzone 2100 wish list - all can contribute_part4

Post by zoid »

Zarel wrote:And the drawback is that the Commander prevents you from microing your units, from unsticking your units when they get stuck, etc, etc. It's all really not that helpful right now.
The problem is that you can't issue a command to an attached unit without it becoming unattached. A good solution might be to assign unattachment to Ctrl-click. Any unit Ctrl-clicked on would immediately become unnassigned. You would not have to give it an order to unnassign it. A normal click would select just the unit, not its Commander as well. Issuing an order to the normally selected unit would not unnassign it. Units could be micromanaged without removing them form the commander system. :)
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Re: Warzone 2100 wish list - all can contribute_part4

Post by Zarel »

zoid wrote:The problem is that you can't issue a command to an attached unit without it becoming unattached. A good solution might be to assign unattachment to Ctrl-click. Any unit Ctrl-clicked on would immediately become unnassigned. You would not have to give it an order to unnassign it. A normal click would select just the unit, not its Commander as well. Issuing an order to the normally selected unit would not unnassign it. Units could be micromanaged without removing them form the commander system. :)
The problem is, selecting any unit the commander commands will select all, which can be an advantage (they're like groups, except easier to select). I'm not sure I want to mess with that functionality.
I've considered ctrl+click being able to order the unit without unassigning it, but that takes away one of the few ways of unassigning it.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by zoid »

Zarel wrote:The problem is, selecting any unit the commander commands will select all, which can be an advantage (they're like groups, except easier to select). I'm not sure I want to mess with that functionality.
I've considered ctrl+click being able to order the unit without unassigning it, but that takes away one of the few ways of unassigning it.
Why is the select entire group function so important? I mean, we have many other ways to select Commanders. Alt+number selects individual Commanders, there's a Select Next Commander hotkey, plus the commander button on the hexagonal console. Plus clicking on the actual Commander. Do we really have to leave in the select whole group function, especially when it prevents micromanagement? :P I agree that units are difficult to unnassign at the moment, but I think the Ctrl-click unnassign should not require a subsequent order, the unit should immediately be unassigned.
The real problem is that Commanders were intended to be one of the mainstays of the game, but they are cumbersome and annoying, even weak. And you have to build the otherwise worthless CRC structure to research them. We really need to rethink Commanders. Are there any other games with units similar to Commander that we could use as examples? :|
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Re: Warzone 2100 wish list - all can contribute_part4

Post by guciomir »

Are they so weak? Maybe in mp, because I use commanders in campaign and i love them.
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Re: Warzone 2100 wish list - all can contribute_part4

Post by zoid »

Zarel wrote:The thing is, Commander isn't really that amazing. It's hard to kill, and it upgrades the effective experience level of your units slightly (The dodge bonus is really the only one with any effect - speed and accuracy upgrades are too minor to be noticed - and your units gain experience with or without a commander, either, so the overall difference is only ~5% - compare to Hardened MG Bullets: +30%), but that's it.

And the drawback is that the Commander prevents you from microing your units, from unsticking your units when they get stuck, etc, etc. It's all really not that helpful right now.
Zarel's the one who said it was weak. I meant that some people think it's weak or it can be weak in some cases. I use Commander in campaign, howbeit just for the double EXP. No one uses it in MP as far as I can tell. :(
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