Make The Tech Tree CAP

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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Terminator
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Make The Tech Tree CAP

Post by Terminator »

I know its already discussed somewhere, if yes, sorry.

I think tech tree should be "cutted" for 3 parts, T1 T2 T3 as its shown on tech picture below.
Why should we do that ?
Well first of all its better to test and balance each "Tier" (example: T1) separately from others.

Second point is: this would allow to adds more settings for MP game.

However I think its one of the hard reasonable things that should be done, at least in the name of Balance :)
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3drts
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Re: Make The Tech Tree CAP

Post by 3drts »

+1, I think a T-1, T-2, T-3 tech limit would be fun....
So a start tech option, and a max tech option - just make sure you don't allow starting tech to be set at T-3, while the tech cap is T-1 - even my brain wants to go "does not compute" and melt down for that one....

I suppose a T-2 start starts with all T-1 tech researched (such that you begin researching with T-2 techs), so a T-2 start, T-1 limit might work - it would essentially be a "No Researching" setting, where all players begin with the max tech they can get.

It could also lead to more complex game types...

Now you can have basic scavs impeding everyone in the start....

What if you could also have a NPC Nexus base, that can be assaulted for artifacts to get beyond the tech limit -

Such an advanced enemy base could serve as a buffer/barrier much longer than even the most advanced Scavenger bases (even if one bends the "scav" definition a little, and allows them a steel frame sensor tower, combined with the Scav mortar pits, and maybe tank traps to combine with the scav bunker, and rocket/AT rocket pits)

Any scav base will be easily obliterated with minimal loss towards the end of the T-1 tech tree, a Nexus Base with Archangels, Gauss, Pulse, and Sams (and hellstorms? Nexus presumably had the tech, but never used them - the collective did, maybe we can vary what faction the "advanced base") could keep opponents from taking a direct route to attack the enemy for some time....
If the enemy does finally attack the Nexus base, they should be weakened, and the other player can then attack the weakened force O.o - but the one that attacked the advanced base may soon have better tech (rails, Pulse, Scourge, Archangel, or also if its a T-1 cap: assault guns/cannons, HPV, Howitzers - VToLs - or would they be allowed in T-1 with just T-1 weapons and bodies?)
zimboptoo
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Re: Make The Tech Tree CAP

Post by zimboptoo »

I like all of these ideas. Of course, the NPC Nexus base should be togglable.