selecting defenses

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!
Michal
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Re: selecting defenses

Post by Michal »

Maybe not necessary all defences, but I would LOVE selectable sensor towers, so I could manually target things in the sensors range.

Well, I actually never thought that there were people in my tanks. They could be easily remote-controlled (c'mon, with all the synaptic link stuff and so :)) And It was the operator that got experienced.
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Re: selecting defenses

Post by KukY »

Michal wrote:Well, I actually never thought that there were people in my tanks. They could be easily remote-controlled (c'mon, with all the synaptic link stuff and so :)) And It was the operator that got experienced.
That was thinking of stupid arguments to beat him because I don't agree with what he wrote.
And, synaptic link is a connector that is surgicaly inserted into spinal cord, so human can control mechanical parts.
That has nothing to do with remote control.
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Zarel
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Re: selecting defenses

Post by Zarel »

The synaptic link allowed for more fine-grained control, which is needed for cyborgs.

Regular remote control would be enough for tanks.

We haven't said for sure whether there are really humans in the cyborgs and tanks in Warzone yet, so feel free to believe whatever you want.
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KenAlcock
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Re: selecting defenses

Post by KenAlcock »

Zarel wrote:We haven't said for sure whether there are really humans in the cyborgs and tanks in Warzone yet.
The word cyborg, means you have a human in there (that is in a cyborg not a tank). Now whether or not that human was naturally born, cloned and grown in a test tube, or cobbled together from cadaver parts by Dr. Frankenstein is another matter.
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Zarel
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Re: selecting defenses

Post by Zarel »

Well, the term could be a misnomer.
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Re: selecting defenses

Post by Assault Gunner »

If it is a misnomer, then why is the Synaptic link tech required for Cyborgs?
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Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Zarel
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Re: selecting defenses

Post by Zarel »

Like I said, the synaptic link is to control the cyborgs. You don't necessarily have to be inside the cyborg to control it.
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Saberuneko
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Re: selecting defenses

Post by Saberuneko »

Nah... I'm sure that the cyborgs, tanks, VTOL... all units are remote controlled from the base, the pilots are using a PlayStation remote, it's obvious! ^^

Now, getting serious, I think that arguing if there's people or not into the units isn't the topic. And, well... I think that leveling units AFTER reaching a tech level is bad idea. Turrets gaining experience from start? well... why not?

But thinking about it, as happens with unit's exp at recycle time, should it happen too recycling defences? that would make the whole thing even more complicated...
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Tenoh
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Re: selecting defenses

Post by Tenoh »

this is going off topic, i thought we were talking about controlling defenses?
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Saberuneko
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Re: selecting defenses

Post by Saberuneko »

Yes, selecting, and allowing them to level up as units... :/
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Tenoh
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Re: selecting defenses

Post by Tenoh »

lvl up? O_o... i want what you drinking!
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Re: selecting defenses

Post by Assault Gunner »

The premise is like so:

Without XP, defenses begin to get so that they are extremely weak against mobile units unless employed en masse. After further thought, I have decided that this is not quite true. With sufficient artillery support, you can often drive enemy units off without taking very much damage to your direct-fire defenses, as AIs and players usually have units set to retreat at medium.

The other idea is selecting defenses targets. This I like, because when enemies use commanders, you can hammer the commander in order to send their units packing.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Zarel
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Re: selecting defenses

Post by Zarel »

Well, experience has a negligible effect in multiplayer; it wouldn't matter either way.
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Re: selecting defenses

Post by Assault Gunner »

However, it has a significant effect in skirmish mode, since the AI doesn't know to focus on high-XP units.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Zarel
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Re: selecting defenses

Post by Zarel »

Well, giving structures experience is unnecessary in either case. It would cause people to want to move structures, or take them with you when you move from one campaign to the next. It's just problematic.
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