Suggestions for Gameplay

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!
DTSX
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Suggestions for Gameplay

Post by DTSX »

Research: Rather than having to click each individual research topic, why not have the option to queue things like builders. At the same time, we could also have "an ultimate goal." Whatever that goal is chosen (along the tech tree path), the research facilities will automatically research the next part according to whatever is needed. It does not mean that all of them will be automated since there aren't enough techs to do so. Even more, in order to get this ability, maybe the player has to research it first.

Mini-map/Map: If any of you played Supreme Commander, it would be pretty nice to be able to see the entire battlefield and control all your units at the same time. The mini-map will ping alerts if enemies are coming, like a flag.

Air Units: Personally, I felt that air units are very lacking. A few base defenses and air units are practically useless since even if they do get a few shots in, they have to reload. I feel that there should be steps taken to make aerial units a separate research line. Have different wings, some faster, some stronger. Have some weapons be primarily anti-air (fighters), bombing (the game has it already), and harassing (gunships). There's a giant unexplored world of air units if you think about it.

Sea Units: Though most maps don't have water, I feel that sea should take a key part in the game. Once we get maps up and running with large bodies of water, these would be extremely practical. Though I doubt the game parameters allow for submarines, we can still have things like hydrofoils, destroyers, battlecruisers, etc. Maybe even aircraft carriers.

Repair Area: To be perfectly honest, the repair facility looks ugly and it's very unresponsive to large number of units. That is why I think rather than being a giant crane, it should be similar to the rearming pad. If any of you played Red Alert, the repair facility in that game was a giant pad which units stood on top of. I feel that it should be similar to that so if you make a 3x3 square of them, you can fix 9 units at a time rather than having an awkward crane fix them one at a time.
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Olrox
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Re: Suggestions for Gameplay

Post by Olrox »

DTSX wrote: Repair Area: To be perfectly honest, the repair facility looks ugly and it's very unresponsive to large number of units. That is why I think rather than being a giant crane, it should be similar to the rearming pad. If any of you played Red Alert, the repair facility in that game was a giant pad which units stood on top of. I feel that it should be similar to that so if you make a 3x3 square of them, you can fix 9 units at a time rather than having an awkward crane fix them one at a time.
Red alert 1 repair depot is like that. Red Alert 2 changed this because it looked wrong to have a giant pad to magically regenerate units - in RA2 the Allied repair depot has a robotic arm, and the soviet one had... bets anyone? A crane.

The repairing turrets and facility arm are supposed to be welders, I think. I don't think that having the repair facility as a giant pad would be better than what we have now.

As for the other subjects, all of them were already discussed in other topics - please search around and I'm sure that you'll find what it's possible, what isn't, and what was deemed good or not. It can keep this topic from turning into a 10-page generalized discussion where one can't be sure about what people are talking about :hmm:

~Olrox
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Zarel
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Re: Suggestions for Gameplay

Post by Zarel »

w.r.t. research queue stuff - that's in my to-do list.
DTSX
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Re: Suggestions for Gameplay

Post by DTSX »

Hey, so here's some more suggestions -

Dynamic Music Track - I really hate seeing all of these posts about music being unconsidered. Dynamic Music would mean that during "peace-time" the music will be more serene, but when the player comes under attack, the music phrase (specified by the modder) would end and shift to a more sinister piece of music. Assume, that the enemy has just raided the player's oil. Then being that a building has been lost, but no units or very few units, the music would be a quick refrain, but if a battle is happened, units v units, then a war march will be played. If the player is losing more units than the enemy over a period of time, then the music will become more of an elegy than a war march. If the player is killing more units than an enemy over a period of time, then the music will become epic. Similarly, if you are losing units and losing buildings, the elegy plays, and if the enemy loses buildings, the epic music will play. (This is for zerging players)

Mobile Fortresses - Similar to hardcrete fortresses, have a unit tech be something epic, like a special factory pad that creates a certain unit (limited to 1) depended on what choice the player takes on techs. If you research all of the engine upgrades as well as armor and lets say, rail gun, then you'll get a rail gun mobile fortress. It has the fortress's cannons on top of it, and a network of rail guns on the top batteries, with smaller needle guns on the lower ones. If you go missile tech, then it remains as the fortress weapon, the current weapon, and the lower tech version of that weapon.

F. Rail, Rail, Needle
F. Assault, Assault, Hvy MG
F. Cannon, Hvy Cannon, Medium Cannon
F. Missile, Arch Angel, Ripple Rockets

It can continue on.