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PostPosted: March 20th, 2017, 6:39 am 
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So ultimately "Patrol" or "Roam" command is a mixture of the old Hunt, Defend, Follow - if mobile object selected - with included wider range of area interest.


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PostPosted: March 20th, 2017, 6:46 am 
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I think the artwork in Battlezone 2 and world description feel somewhat too fairy, in which regard the classic was more appealing at least to myself, despite the classic being far colder and empty, paradoxically doing justice to the imagery of cosmic space we know.


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PostPosted: March 20th, 2017, 11:27 am 
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Crafters are able to shift shape within the range of some commonly available unit patterns. Until now there is lack of any clue whether Crafters should have an option to morph into any unique patterns, available only to them - and for the sake of programming economy, I am against it.

Some shapes cost additional Scrap for the Crafter to be embraced. In singleplayer, where one assumes the role of a Crafter Commander, the case is solved, since the economy is led by oneself. In multiplayer the case is different, especially with wingmen roles. The question is how to provide the players an access to the Scrap - for their Crafters to be able to morph according to what the tech tree allows - without destabilizing base economy or crossing Commander plans?

Initially I thought the Commander would just manually assign selected amount of Scrap to each wingman, but then it is easy to see just how much redundant micromanagement such solution introduces. The most simple and swift way is perhaps to set certain fixed percentage of total base Scrap that each player will have access to individually. For example, if the amount is ten or fifteen percent, having three wingmen equals thirty or fourtyfive percent of total base Scrap subtracted from the list and assigned to player screens as personal accounts. If to take Battlezone 2 biometal handling, the good thing is that the player accounts regenerate separately from and simultaneously to the base one, yet at determined, adequately slowed down pace. In other terms, they are independent. But the wingmen biometal regeneration depends entirely on Extractors, gaining nothing from loose Scrap collecting, which the latter one all benefits the base.

The amount of scrap assigned by default to each player should certainly be changeable during the gameplay in some Commander only menu. I am against personalization of Scrap allotment, meaning always the same amount to all.

What about if Commander wants to make sure he will have enough Scrap this or that moment to carry out some costly basebuilding operations? There should be an easily accesible green light or red light button, that we should call now the Treasury Access. Clicking the Treasury Access changes the status of all wingmen regarding their access to the base Scrap, allowing or refusing them their share. If the Treasury Access button is green, the players have their Scrap. If it is red, all the Scrap belongs to the base undividedly. The Treasury Access button is at the disposal of the Commander only. The second in command officers have access to the total base Scrap, but are devoid of control over the Treasury Access button.


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PostPosted: March 20th, 2017, 11:53 am 
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Efficient playing multiplayer in this game will demand to get through some sections of the manual or watching some vids.


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PostPosted: March 20th, 2017, 12:08 pm 
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The most simple and swift way is perhaps to set certain fixed percentage of total base Scrap that each player will have access to individually. For example, if the amount is ten or fifteen percent, having three wingmen equals thirty or fourtyfive percent of total base Scrap subtracted from the list and assigned to player screens as personal accounts.

Alternatively, the Commander may set up a total limit of player Scrap as - say - fifty percent of the base account and divide it equally between the number of players. Meaning, there is a threshold number above which the resources are available only to the base. On the other hand, with excessive number of wingmen, the amount assigned to each wingmen may appear insufficient for sensible morphing. Certainly the price relations must be established reasonably.


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PostPosted: March 20th, 2017, 12:48 pm 
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In case any walker or Assault Tank - basing on Battlezone 2 standard - types of shapes were to be introduced, definitely some kind of indicator should be put, pointing towards where the unit is actually heading if the forward button is pressed. Otherwise it is quite puzzling.


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PostPosted: March 20th, 2017, 1:23 pm 
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The most simple and swift way is perhaps to set certain fixed percentage of total base Scrap that each player will have access to individually. For example, if the amount is ten or fifteen percent, having three wingmen equals thirty or fourtyfive percent of total base Scrap subtracted from the list and assigned to player screens as personal accounts.

Alternatively, the Commander may set up a total limit of player Scrap as - say - fifty percent of the base account and divide it equally between the number of players. Meaning, there is a threshold number above which the resources are available only to the base. On the other hand, with excessive number of wingmen, the amount assigned to each wingmen may appear insufficient for sensible morphing. Certainly the price relations must be established reasonably.

Perhaps the third way will be better. It says a fixed percentage of the base maximum Scrap amount will be granted to each wingman as a personal account, regenerating as said, basing on the amount of Extractors but unaffected by loose Scrap collection. Unless we make some kind of link between the base Scrap regeneration and the one of wingmen, so that the latter reflected the first. This way or the other, with the described method each economical entity - the base, as well as the wingmen - has own economy, without the need to cut any resources on the part of Commander, since the resources are always short and vital, making such decisions rather uncomfortable. Besides, it is just an easier way since lack of any particular control is needed, all fixed and automatic.


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PostPosted: March 21st, 2017, 12:52 am 
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Perhaps the third way will be better. It says a fixed percentage of the base maximum Scrap amount will be granted to each wingman as a personal account, regenerating as said, basing on the amount of Extractors but unaffected by loose Scrap collection.

There are three major factors to be considered with the case of Crafters morphing in multiplayer. First is the additional Scrap cost of entering particular advanced shape. Second is the amount of total Scrap available to the Crafter. Third are the techtree costs of developing technology branches and unlocking of further armament with obtaining practical access to it.

We know the total amount of Scrap available per Crafter is determined by the total amount of Scrap available to the base, appropriately diminished in scale. With the case of wingmen Scrap regeneration, someone could ask: why is that Extractors should provide for regeneration but loose Scrap collection, not? Indeed it is kind of arbitral without further excuse. Probably then the most comfortable solution is that each Crafter regenerates own Scrap in own moderate pace. Only the maximum amount of Scrap available per Crafter changes accordingly with the base status dynamics, reflecting the storage limits. Here I would like to point out storage limits ought to be practical instead of theoretical, meaning Extractors rather than Silos.

Wingmen personal Scrap reflects the share they have in the overall base biometal economy. It is their personal money, so to speak. Therefore I would say, Crafters regenerate their separate biometal share on their own, managing their pocket economy. The pace of this regeneration is yet to be precised, whether is also should depend on anything tertiary or not.

When it comes to techtree costs of developing certain technologies - that allow Crafters to enter given shapes with adequate equipment - they must be matched with the costs of embracing shapes for the Crafters. In terms of Battlezone 2, if technology to access Assault Tank or Atilla Walker costs for example one hundred Scrap, it is understandable at least one hundred Scrap is demanded in the base resources to unlock chosen technology branch and build units and weapons accessed through it.

Now, the amount of personal Scrap available to each wingman is a proper percentage number of the base maximum. If it is ten or twenty percent, each Crafter should have personal wealth equaling at least ten or twenty biometal units, since our current base extraction is a hundred. Which suggests - if to try to make the thing sensible - that the cost to enter an Assault Tank or Atilla Walker shape for the Crafter ought to be bound within the cost of ten or twenty Scrap. Otherwise, obtaining technology is irrelevant towards having any near possibility of accessing the goods it provides, making the entire endevour associated with it complicated and perhaps useless in the immediate run.


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PostPosted: March 21st, 2017, 1:18 am 
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The cost of a techtree facility must also always be equal or higher than the cost of the most expensive unit or weapon it provides. In other terms, if you can afford the technology branch, you can afford to purchase any of the items it gives accesss to.


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PostPosted: March 21st, 2017, 1:54 am 
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Now, the amount of personal Scrap available to each wingman is a proper percentage number of the base maximum. If it is ten or twenty percent, each Crafter should have personal wealth equaling at least ten or twenty biometal units, since our current base extraction is a hundred. Which suggests - if to try to make the thing sensible - that the cost to enter an Assault Tank or Atilla Walker shape for the Crafter ought to be bound within the cost of ten or twenty Scrap.

Larger morphing costs, matched with larger wingmen personal wallets, equal longer biometal supply regeneration for further Crafter changes, but it depends also on the pace of biometal supply regeneration, which in case of bigger pool scale could be faster and in case of smaller pool scale, slower.

It must also be kept reasonable what amount of shares do wingmen have. If their personal wallets far exceed the total extraction of base, it becomes rather questionable as to what the bussiness is. Therefore the base extraction should be the initial measure of the wingmen economy size, in consequence determining the prices of Crafter morphing into advanced shapes, corresponding with given pattern units production costs.


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PostPosted: March 21st, 2017, 2:04 am 
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It must also be kept reasonable what amount of shares do wingmen have. If their personal wallets far exceed the total extraction of base, it becomes rather questionable as to what the bussiness is. Therefore the base extraction should be the initial measure of the wingmen economy size, in consequence determining the prices of Crafter morphing into advanced shapes, corresponding with given pattern units production costs.

It must be remembered Crafters already do have the biometal amount matching the value of a Tank or slightly more, carried on self, therefore the additional Scrap they need serves only the purpose of making up for extra shielding a havier unit type demands. The way Crafters are able to handle native biometal, regulating it in the process of use, allows for decreased costs compared to Factory production.


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PostPosted: March 29th, 2017, 11:35 am 
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In Battlezone 98 Redux, within graphic options menu, there is a "Glow" factor. "Glow" factor is a new quality, added exclusively in the redux version of the classic, enhancing the visual aspects of gameplay when on. I thought yet of a different "Glow" for the theoretical project discussed in this thread. Have you ever played Aliens versus Predator game as an Alien cretaure? Biological units have distinct auras. What I thought is that a "Glow" option, useful both in singleplayer and multiplayer, could be an additional, smaller in comparison to the Xenomorph perception but more vivid in colour an aura visual effect, seen around every unit and structure, allowing to distinguish whether they are friend or foe.

How to accomodate that phenomenon on the conceptual level? The aura detection would be available only to the Crafters, at least among the representatives of the race we only talk about now. Mind Crafters use native biometal as their medium to connect the world in all aspects, as their bodies dwell detached within solid shells upkeeping their existence. They are PSI beings in terms of action, at least speaking of direct influence. Aura detection is one way of describing the PSI sight. SITE Camera actually should be a PSI power, but the terms of use of such ability in context of gameplay make it easier to treat it as a device.


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