Techtree issues

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NoQ
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Techtree issues

Post by NoQ »

Right now i'm playing beta11a, and trying to beat 3 AIs at ffa without researching the first engineering upgrade. I've already managed to research HPV hardpoints, even though i didn't ever made it to hardcrete. I'm quite sure it wasn't intended O_o

upd: Now i also have the assault cannon hardpoint, radar detector (which is hardened), needle gun tower and pulse laser hardpoint; i also managed to research pulse laser supercyborg, but can't build a factory to produce it :)

I can also research rail gun and laser rate-of-fire upgrades, though earlier ROF upgrades require first factory production upgrade.

upd: Just managed to `finish' the research. I have gauss hardpoints and stormbringers. Trying to sweep the enemy heavy tiger tanks with pulse laser viper tracks ... being really afraid of penetrating weapons like HPVs and needles :)

upd: Well, so why do i say all this? I mean that there seem to be a lot of such problems in the tech tree, and i think forum users can actually point out quite some of them. Are they even worth fixing? After i've found such a funny playing mode?
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Zarel
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Re: Techtree issues

Post by Zarel »

Later hardpoints and other hard structures don't prerequire hardcrete, since it'd clutter up the tech tree too much.

Other than that, I see nothing wrong with anything else. T3 ROF techs don't prerequire any production upgrades; that's normal...
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NoQ
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Re: Techtree issues

Post by NoQ »

since it'd clutter up the tech tree too much.
Hmm, so the only reason for not adding these prerequisites is to keep the tech tree human readable?
Other than that, I see nothing wrong with anything else.
What about laser/rail supercyborgs without cyborg factory?
T3 ROF techs don't prerequire any production upgrades; that's normal...
Is there any logic behind it? :rolleyes:

P.S. Oh my, they're building rail gun hovers! Each takes out 10 of my vipers with one shot :)

upd: well, my vipers stand no chance against all those gauss cannon vengeances, so i've surrendered xD
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Zarel
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Re: Techtree issues

Post by Zarel »

hao wrote:Hmm, so the only reason for not adding these prerequisites is to keep the tech tree human readable?
To be exact, it's because when Warzone was made, they didn't have enough RAM to add that many tech tree entries.

We do now, but I still kind of want to keep the tech tree readable.
hao wrote:What about laser/rail supercyborgs without cyborg factory?
That's an issue. I'll fix it.
hao wrote:Is there any logic behind it? :rolleyes:
...should there be? Cannon Autoloader doesn't, either: http://guide.wz2100.net/r/cannonautoloader
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Re: Techtree issues

Post by dmkp »

Why would a weapon upgrade need a factory production upgrade anyway?
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Re: Techtree issues

Post by lav_coyote25 »

dmkp wrote:Why would a weapon upgrade need a factory production upgrade anyway?
so you found a piece of nifty equipment.... dont know what it does but it looks ... dangerous. so what to do... aw what the heck just attach it to the tank and see what happens... hmmmm looks dangerous...maybe if i push that butto.... ( sound of very large explosion followed by half an hours worth of dropping fragments... seems he should have done some research eh... to find out if the factory needed an upgrade ( it did)... now you see? :)
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Re: Techtree issues

Post by dmkp »

A cannon autoloader needs a factory upgrade though? Come on... :rolleyes:
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lav_coyote25
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Re: Techtree issues

Post by lav_coyote25 »

dmkp wrote:A cannon autoloader needs a factory upgrade though? Come on... :rolleyes:

where we going? xD

just play the game. is a lot easier if you just accept it. as has been stated... its just a game. now if it were real life i suppose one could make the argument that those that remained alive didnt know their arses from a hole in the ground and needed to research every thing. so yeah...thats pretty much it. :)
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Re: Techtree issues

Post by icefire »

dmkp wrote:A cannon autoloader needs a factory upgrade though? Come on... :rolleyes:
I guess the idea was that robotics and automation were pioneered in the factory, then applied to weapons. All the rof upgrades have something to do with an "autoloader", which is to say robotics. Gameplay wise I'm sure they did it so you can't just whore weapon research.
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Re: Techtree issues

Post by Zarel »

icefire wrote:Gameplay wise I'm sure they did it so you can't just whore weapon research.
...and SLDA.
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Tenoh
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Re: Techtree issues

Post by Tenoh »

The point is that ppl feel that tree should be redesigned with logic in mind.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Re: Techtree issues

Post by lav_coyote25 »

Tenoh wrote:The point is that ppl feel that tree should be redesigned with logic in mind.

hmmmm ... a vulcan in our midst. interesting and logical. :3
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Re: Techtree issues

Post by Zarel »

What is illogical about the current tech tree?
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Olrox
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Re: Techtree issues

Post by Olrox »

Zarel wrote:What is illogical about the current tech tree?
Trying to make everything on it in a logical way, IMO :D
Some things doesn't make sense in any game. Those incoherences that hao pointed out aren't that big. I mean, did he actually win the match? Even if he did, what's the point of doing that?

I remember of a technique I've developed while playing GTA: Vice City, to get to the second half of the city without completing even the first mission. I could then grab a helicopter and grab all the hidden tokens without completing any mission... and if I ever died, I respawned back in the nearest hospital - from the first island. But making this didn't make sense, as I needed a ridiculous number of completed missions (like 6 of 7) to get to the second half normally.

Therefore, I wonder, what's the point of not researching engineering? to prove that engineers are useless? :ninja:

If we go hunting for those things that are not logically correct, but aren't bad for gameplay, we will find a ton. The purpose of doing that? I dunno.

~Olrox