naval warfare
naval warfare
I suggest
having ships,submarines it will be very good, ships armed with missiles and canons.submarines would be able to sink
ships using torpedos .posting.php?mode=post&f=30#ships could use sonar to detect them. Ships like aircraft carriers could provide a mobile airbase.
having ships,submarines it will be very good, ships armed with missiles and canons.submarines would be able to sink
ships using torpedos .posting.php?mode=post&f=30#ships could use sonar to detect them. Ships like aircraft carriers could provide a mobile airbase.
Last edited by gokusiya on 09 May 2012, 11:49, edited 1 time in total.
Re: naval warfare
Ships are planned for 3.2+.
Last edited by Giani on 05 Jul 2012, 23:52, edited 2 times in total.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: naval warfare
And much more .. 
Re: naval warfare
Oh and I was wondering about the body which you can access when you enter debug-mode 
So now a reason to create some sea-maps as well, just pre-designs, guess there will come a
change fore costal region too... thx 4 confirmation
.
So now a reason to create some sea-maps as well, just pre-designs, guess there will come a
change fore costal region too... thx 4 confirmation
Re: naval warfare
If ships & submarines, what happens to the hovercraft ?
An Idee is to lett the hovercraft only work on shallow water, and the ships works on all type of water.
So in the map have 2 types of water.
A island, surrounded with deep water, can only bee reach by plane or by boat (but the boats can only reach as close as the shore). To make this happen, I think some type of transport ship will be necessary so it will be possible to transport tanks and engineering's troops. Or the use of Hovercraft and Cyborgs engineers must bee used. Can give a total new side to the game ?
An Idee is to lett the hovercraft only work on shallow water, and the ships works on all type of water.
So in the map have 2 types of water.
A island, surrounded with deep water, can only bee reach by plane or by boat (but the boats can only reach as close as the shore). To make this happen, I think some type of transport ship will be necessary so it will be possible to transport tanks and engineering's troops. Or the use of Hovercraft and Cyborgs engineers must bee used. Can give a total new side to the game ?
Re: naval warfare
A counter-suggestion - simply make Boat propulsion roughly as tough as Tracks, but not as slow. That way, true naval units will be the masters of their own domain (but bound to it), while hover units are still the high-speed amphibious strikers we know and love.Mr T wrote:If ships & submarines, what happens to the hovercraft ?
An Idee is to lett the hovercraft only work on shallow water, and the ships works on all type of water.
I think we'd need a special shipyard factory so boats can be actually built in water and not on land, though. I'm not entirely sure how this would work.
Re: naval warfare
Would it be possible to have some combination of these?
(a) have a shipyard that can only be built on water
(b) have the shipyard building, when constructed, create a water channel in front of or inside itself somehow
(c) allow the building/digging of water-filled canals with trucks, to connect shipyards to water or bits of water together (I seem to recall that buildable bridges are planned, this is something of a similar scale and effect)
(d) the shipyard has a crane or roller of some sort that picks up constructed boats and puts them in nearby water
(a) have a shipyard that can only be built on water
(b) have the shipyard building, when constructed, create a water channel in front of or inside itself somehow
(c) allow the building/digging of water-filled canals with trucks, to connect shipyards to water or bits of water together (I seem to recall that buildable bridges are planned, this is something of a similar scale and effect)
(d) the shipyard has a crane or roller of some sort that picks up constructed boats and puts them in nearby water
Re: naval warfare
I'd just like to know how big can a navy unit be
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Re: naval warfare
Personally, I believe that they could be as small as a speedboat, or even smaller than a person if we're willing to include unmanned vehicles.
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Re: naval warfare
I like your idea.Mr T wrote:If ships & submarines, what happens to the hovercraft ?
An Idee is to lett the hovercraft only work on shallow water, and the ships works on all type of water.
So in the map have 2 types of water.
A island, surrounded with deep water, can only bee reach by plane or by boat (but the boats can only reach as close as the shore). To make this happen, I think some type of transport ship will be necessary so it will be possible to transport tanks and engineering's troops. Or the use of Hovercraft and Cyborgs engineers must bee used. Can give a total new side to the game ?
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Re: naval warfare
.
Impact = C x (R + E + A + T + E)
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Re: naval warfare
Where have you read that?Giani wrote:Ships are planned for 3.2+
Re: naval warfare
Sorry, can't a human misunderstand something?Paul wrote:Where have you read that?Giani wrote:Ships are planned for 3.2+
I misunderstand myself...
Anyway, they are planned. Use the cheat "give all" and check the propulsions. The naval isn't finished, but it isn't being worked on right now.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: naval warfare
it's not. The naval propulsion is there since a long time ago. There is nothing new there.
My patch that would allow normal factory to produce naval unit in water was rejected. Nothing else soon could happen.
My patch that would allow normal factory to produce naval unit in water was rejected. Nothing else soon could happen.
Heretic 2.3 improver and proud of it.

