Forged Battalion
Some ideas inspired by Warzone 2100 and few from other games (lots to read)
Ok Warzone 2100 was a game developed by Pumking Studios and published by Eidos in the 90s and it had the component design feature that this game has (its actually uncanny. Did the devs get inspired by WZ 2100?) and its still going been kept alive by the community. This game will prob draw all the WZ 2100 fans in like me:steamhappy:.

So the ideas:


1. Defences could have a variety of things, for example:

Bunkers - High HP but can only have light weapons or maybe only Tier 1 weapons?

Towers - Med HP and has a wide variety of turrets (weapon types) but cant have high end/tier weapons.

Forts - High HP but only high end/tier weapons.

Walls - Two types first Tank traps - Infentry, walker and hover can go through them but blocks all wheel types (treads and other "conventional" methods). Has high HP.
Secound would be walls - Blocks all but air and underground and has med HP and connects with towers.

Gates - To allow your units to move through walls. Med HP.

Possible different Tier defences with higher tiers been stronger and perhaps have more support slots.


The design slots:

Bunkers, Towers and Forts have a weapon slot like current game.

Tank Traps, Walls and Gates have a weapon slot that has a selection of weapons that add AOE damage for example: Tanks Traps have a electric weapon added that does electric damage in the small area around the Tank Trap or same with a wall that adds a electric fence on top of the wall that does damage to air units.

Support slots:
Just like what we got in-game now really so you have stealth or added armour etc.


2. Units:

More body types for example:

Infentry use exo-skeletons so we could have a light one (current inf) a medium one that has higher HP but lower speed and a Heavy one that could have two support slots?

Light vehicles could have things such as "Car" that would be like the current light vehicle and we could have a slightly cheaper type called "Buggy" that is faster but can only use low tier weapons.

Heavy vehicles could have a light tank, a medium tank and a heavy tank (and maybe Mammouth Tank anyone?).
Light tanks can only use wheels and hover? thay would be fast with low HP (lower speed and higher HP than light vehicles) and can use a "Troop Transport" Support Module that allows them to carry inf (maybe 3 as they are in Exo-Skeletons).
Medium tanks have medium speed and HP and would be like the current Heavy Vehicle layout.
Heavy tanks would be slow but have high HP and could have 2 weapon slots?
Mammouth tanks (if you want them lol) would be very very slow but very very high HP and would have 2 weapon slots and 2 support slots but can only use tracks and walker movement types.

Air vehicles could have Plane, Helicopter and VTOL.

Planes will require a runway and would be very fast but have low HP and must return to "Reload".
Helicopters have High HP but very slow and can have 2-3 weapon slots (the Apache and Hind etc hold different weapons).
VTOL (Verticle Take Off and Landing) would be the hybrid med speed and med HP and would be like the air units in-game now.

Harvesters
Make it so that these can be designed.
Weapon is limited to tier 1
Support would lower amount of resources that harv can carry unless its the increased capacity support but this would make it slightly slower.
Movement is normal like with the other vehicles in game now.

Super Units but these require the Mega Factory Super Weapon building


3. Techs:

Tech nodes could have multi levels for example:
The cannon tech can be researched again and this would open up a little pop-up window that has sub nodes in that have things like:
Twin Cannon (two barrels and this increase RoF (Rate of Fire).
HEAP Rounds that increase damage (High Explosive Armour Piercing).
Smart Rounds that increases accuracy (Has computer and mechanisms that guide the bullet).

Different Techs can complement each other for example:
Research the radiation techs give you things like:
Depleted Uranium Rounds which increase damage and cause damage over time for most weapons.


4. Base and structures:

Design structures
You could add a low tier weapon to a structure to help defend itself and you could have a support slot for like the refinery that adds another bay so it can have another harvester to help with money or a smelter that doubles the income for the resources that you bring.
Factories could have roboplants that increase speed of unit production etc.

5. Misc

Subterrain Vehicles (Yuri's Revenge)

Command Units/Turret (Warzone 2100)- Can assign other units to this one and they will follow the command unit and shoot what it shoots at (The command turret does not cause damage).

Long range Artillery with Radar/Sensors (Warzone 2100)- Have radar towers that help long range artillery to target enemies.

Large Maps

Hacker Turret (Warzone 2100 Nexus Link Turret) can capture enemy units but very expensive to build and "damage" (capture power) is low.

Tech Artifacts (Warzone 2100)- Destroying an enemy HQ has a low chance of spawning a tech unlock crate that unlocks a random tech for you (this can give you tech you may already have though) and perhaps this should only work on PvP matches?

Expandible maps (Warzone 2100)- Maps that start small but once you defeat all enemy faction the map grow bigger to reveal more enemy factions (kind of like a mini campagin thats played on one map).



Thats all I can think of right now. I would like to ask though who else plays Warzone 2100? Also if you play Earth 2150 give a shout out lol.

If you guys think some of these ideas might be OP or you think it might be better if it was X,Y or Z instead please post.



TL:DR
Look up Warzone 2100 on the internet or download and play it.



Also to the Devs PLEASE make this the game that Warzone 2100 was ment to be lol
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Показані коментарі 13 із 3
I have played Warzone 2100, great game, love being able to design my units.
I think what FoBa is trying to achieve is making the player feel like they have their own special faction, and so far I have only seen Lets Plays of it. sadly, I do not have the requirements to play this game, otherwise I would support it with a purchase.

So, as far as factions go, you may need to have a limit on what types of turrets and armors you can build if you want to feel special. Right now as far as I can tell here on the forums, plasmas and lasers are the way to go. My faction would not feel very special if that were the meta.

I like the current unit selections, (infantry, light vehicles, heavy vehicles, air.) and those seem to...almost cover everything you want. If you're wanting to have light, medium, and heavy tanks, a solution would be to have armor that increases in points as it gets heavier, more armor slots, and perhaps have the ability to trade in an ability or armor for another turret. If you're really wanting a big mammoth tank with all the bells and whistles, then I imagine it could be a superpower equivalent to a nuke on tracks/wheels/legs. It would have to be researched, and you can only have one.

Walls. I like walls. I like the game Stronghold, because of walls. I like to feel safe. Walls make me feel safe, and even defines a players base in games. But, my biggest complaint, and I think people will agree, is the pathing. WZ 2100 is a good game, but it had pathing issues, and walls did not help that. Even Grey Goo has walls, and I love those (even though I can't play that game either.) I feel like your idea of walls is...monotone? Yes, a wall is good at what it does, and turrets/artillery can fire over them. but what if walls could be different?
Let’s look at Grey Goo for example. The humans have a wall that lets you shoot from one side of it, but not the other. The Beta can mount powerful guns and units on their walls. The Grey Goo has a sort of mobile wall, a unit type. I think if a player had a choice of walls to make their faction feel special, then I'd say go for it. Maybe even something like a shield generator or so.

Techs. As long as it gets balance, I think multiple techs in a node would give a faction it's further molded design. Eh, that is to say, to make a faction more different than another. Oh sure, I might be up against a player with lasers, but do they have double assault cannons! Then I find out that their lasers are upgraded with say...a focusing lens, I might be better at vehicles because I threw more points into my cannon tech, whereas my opponent would be better at...whatever lasers are more suited against.
I said this already....... there is parts of this game reminded me on Warzone2100. The problem is Pumpkin studios goal was to turn the game into somethign special by putting more time into it. What a campaign, the pure passion and drive in them they put together a epic campaign that made the game legendary.

Today these devs dont think like that. Instead of like Pumpkin asking themselves what more can we put into this title, THESE GUYS ARE THINKING WHAT CAN THEY BYPASS AND THE DEEP CAMPAIGN WITH RACE STORY AND CHARACTER IS ALWAYS CUT FASTER THAN YOU CAN BLINK. Always standing behind greedy publishers and Alpha build excuses, sickens me.

DONT DARE CALL THAT A CAMPAIGN THATS IN THE GAME CURRENTLY --- UTTER (CORNER CUTTING) GARBAGE. Hhahahaha its just a revamped version of 8BIT armies.
Автор останньої редакції: Mojo Jojo; 27 січ. 2018 о 18:47
I played Warzone 2100 . My style was just to give everybody flamethrowers and send them out. Watching everything that wasn't an air unit or building burn was so satisfying.

The main problem that this game fixes is: no ridiculous build times and a clear tech tree (could use some vids to show what each wepaond does). This has some awesome RP potential. All we need is somebody who's creative and a strategist
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Показані коментарі 13 із 3
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Опубліковано: 26 січ. 2018 о 14:02
Дописів: 3