BATTLEZONE COMMUNITY FORUMS

Battlezone I & II Download, Gaming & Development
It is currently December 16th, 2017, 3:14 am

All times are UTC - 6 hours




Post new topic Reply to topic  [ 94 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next
Author Message
PostPosted: March 11th, 2017, 1:05 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
Permanent production function would also come in handy, meaning if having checked given type of unit with a unique infinity symbol, each time and as soon as resources are enough for a buy, the unit is to be produced immediately.

Taking the production que is concordant with the order of selection, permanent production symbol systemically ought to be the order finishing the que. Which means, once it is put, the possibility of expanding the production list is blocked, since as soon as the permanent production category starts to proceed, the que at given point becomes endless, making any orders after that redundant.


Top
 Profile  
 
PostPosted: March 11th, 2017, 9:00 pm 
User avatar
Moderator
Offline

Joined: October 24th, 2005, 8:26 pm
Posts: 1354
Location: USA
who are you

_________________
Image


Top
 Profile  
 
PostPosted: March 11th, 2017, 11:39 pm 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
who are you

There are only two good answers to this question. First: I am everything. Second: I am nothing. Choose whichever you like.

Quote:
Quote:
In the production section, there should be something like in blanco que, allowing to purchase in advance the manufacture of certain amount of units chosen from among different types of those available, in the order concordant with that of the selection. Permanent production function would also come in handy, meaning if having checked given type of unit with a unique infinity symbol, each time and as soon as resources are enough for a buy, the unit is to be produced immediately. Just to avoid sums remaining idle, if to take Battlezone 2 economy of biometal pools. But also quick clear button should be included, in case plans regarding the resources changed fast.

Quote:
Taking the production que is concordant with the order of selection, permanent production symbol systemically ought to be the order finishing the que. Which means, once it is put, the possibility of expanding the production list is blocked, since as soon as the permanent production category starts to proceed, the que at given point becomes endless, making any orders after that redundant.


Actually weaving the permanent production symbol into the regular que could make things complicated. That is why perhaps it would be better to detach it. Meaning setting up a regular que would be possible according with the order of selection, but putting a permanent production mark on given type of unit should instantly clear up the que - just like the quick clear button - changing the focus instantly and nullifying ongoing processes.

Units default equipment customizability. Fine idea, introduced in Battlezone 2, but due to fatiguing use rather underemployed. That is why in the Production menu bar, for each unit a submenu should be possible to unfold, allowing to configure a unit manufacture line with available new armament. On the other hand, I am against the upgraded armament to be available for free or nearly for free, how it mostly is in Battlezone 2. Each weapon ought to have a cost, despite whether it is produced in the Armory as a drop item or in the Production section as premounted utility. Certainly in the Production it should be less costly than in Armory, but the costs in the end ought to be balanced. In the production, there should be a separate cost for empty vehicle and separate but cumulative for any taken addon. Default cost of the vehicle would be the one including basic weaponry.

Regarding Production and structures, I am for the Production to be executed in one leading building, that is Factory. Each other building would mostly be considered a techtree expansion, allowing to access further options, but it is good if the base had a central point, at least to know what to defend most. Distinct structure is Armory, being a center on its own. Service Bay certainly another functional one, but I believe it ought to be connected in the same grid the Factory is.


Top
 Profile  
 
PostPosted: March 12th, 2017, 7:40 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
only the standard shapes should be accessible to the Crafter, such as for example in Battlezone II there are regular Scouts and Missle Scouts, in which case the Missle Scout would be omitted in the morphing menu due to being a variation of an already existing, primary form

The example I have given is unnecessarily valid, as only the category of the vehicle matches between Thunderbolt and Avenger, though the main notion remains unchanged. Crafter should have access only to one shape within each vehicle category, a shape most representative to that category, as well as most universal and least complicated to handle by the player at the same time. Suggesting to leave the more specialized units solely to the Factory production.

The Turret shape is a distinct one. It should be very tough and containing plenty of weapons categories, without any Specials. The Turret should be the only form of immobile ranged defense in the game - immobile when being able to shoot - therefore it must remain versatile when it comes to employment within the power it has. The Turrent deployment must yet last appropriately long to make it a doubtful choice during a dynamic combat or rapidly changing situation.

Now, the case of weapons updating in the equipment stock of a Crafter, addressing especially the Turret shape with the manifold gun nests it has, primarily empty nests in regard to more advanced weaponry - which is an exception to the rule of category equals device shape introduction. If further shapes with new gun categories are unlocked due to techtree advancement, the new default guns are automatically added to the Crafter equipment - unless these slots are already occupied - which means as soon as they appear, they are also at the disposal of any other shapes able to handle them.


Top
 Profile  
 
PostPosted: March 12th, 2017, 8:35 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
When it comes to techtree, the two key buildings are Armory and Factory. Both of them may stand separately and are allowed to be built without any additional requisitions, unless we talk about Scrap in exchange for extra Crafters.

Both the Factory and the Armory are endpoint functional constructs - the primary ones - able to provide a number of respectively unit and item types, yet only the most common and basic parts of these possibilities are accessible without further techtree advancement.

The Armory without the Factory may work and react to the techtree progress on regular basis, though Factory without Armory, not - apart from the manufacture of light tier units - as on the higher levels of progress, only empty crafts could have been produced under such circumstances, questioning the purpose of making them even choosable in the production menu. Other scenario is when the Commander wishes to have unarmed vehicles for some reason - taking away from the price - which could be made to happen with the use of production line configuration panel, within the Production menu bar.

The techtree, the secondary constructs - consisting of various structures attached mostly either to the grid of Factory or Armory - expands without any further tierbased dependencies, suggesting only the Scrap to be the limit, as long as either the Factory or Armory given construct demands is available. Meaning, if one wishes to instantly have a facility allowing for the most heavy unit type production, one could go for it, if one is capable of dealing with steep prices.

In the big picture, each techtree facility unlocks certain possibilities simultaneously within the range of Armory and Factory, bringing these possibilities available to the corresponding menu bars. Most facilities provide for unlocking at least one type of unit and typically more than one type of weapon.


Top
 Profile  
 
PostPosted: March 12th, 2017, 10:08 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
The Turret shape is a distinct one. It should be very tough and containing plenty of weapons categories, without any Specials. The Turret should be the only form of immobile ranged defense in the game - immobile when being able to shoot - therefore it must remain versatile when it comes to employment within the power it has. The Turrent deployment must yet last appropriately long to make it a doubtful choice during a dynamic combat or rapidly changing situation.

The Turret is tough and has many weapon categories seats. What are the drawbacks of this unit type? It is immobile when capable of shooting. It has long both the deployment and undeployment time - it is far in function from the rapid strike force. When mobile, it is slow, counting in the top three of the slowest moving units in the game. The speed with which it can turn the aim is mediocre at most as well - best working with heavier gunnery on the larger distances. The armor values of the Turret, when mobile, differ from those when deployed - when deployed, they are heavy, when mobile, they are less than that. Until the Turret is fully deployed, it counts with weaker armor values. The Crafter changing shape into Turret always enters the mobile form first, but is able to change back into any other shape instantly or as quick as the shapeshifting process allows.

Regarding remote bombardment option known from both the Battlezone and Battlezone II, since lack of Bomber Bay is available due to Factory oriented unit production and assumed way of units management, I think good old Daywrecker will do the job with a dedicated highcost techtree facility introducing the Daywrecker to Armory, in terms of pay per use with a regeneration time.

Also I suggest less kinds of units and more weapons, since one unit armed several different ways may functionally appear couple of different units.

Quote:
The techtree, the secondary constructs - consisting of various structures attached mostly either to the grid of Factory or Armory - expands without any further tierbased dependencies, suggesting only the Scrap to be the limit, as long as either the Factory or Armory given construct demands is available. Meaning, if one wishes to instantly have a facility allowing for the most heavy unit type production, one could go for it, if one is capable of dealing with steep prices.

More of a techshrub than techtree, but let it be conventional to call it a tree.


Top
 Profile  
 
PostPosted: March 12th, 2017, 11:38 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
Addressing the Equipment menu bar, I think it should allow to order the selected units to twinfire chosen weapons.

Moved the quoted sentence into separate post for the sake of clarity. Should twinfiring be allowed at all?


Top
 Profile  
 
PostPosted: March 13th, 2017, 12:29 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
When it comes to structure placing in multiplayer game, only non-player-character Crafters could be selected to form a facility, either with or without the direct involvement of player driven Crafter giving the order, as part of the resources available. Tertiary player driven units, although generally selectable, are unmanagable in the range of structure composing, equipment customizability and other - if any - remote unit control options.

When multitude of units is selected at once, for example in Satellite View - be it a homogenous or heterogenous group, in singleplayer or multiplayer - on the left side of the screen a summary should be displayed, composed of symbols of the types of units selected, as well as numbers attached to these symbols, indicating how many of given kind are included. Non-player-character Crafters have own symbol, but player driven Crafters have a distinct one, in order to be easily selected out if demanded. Left clicking on given symbol allows to lower the amount of units of the type selected, according to the chosen pattern of disincluding. Right clicking unfolds a menu describing given symbol - the menu contains patterns of disincluding: weakest health, highest health, weakest firepower, highest firepower, weakest PSI, highest PSI [temporal]. If all units are equal against the criteria, disinclusion is random. All the units selected and featured as symbols and numbers on the left side of the screen could be attached to a groupmark, represented by a keyboard function key.

Quote:
The Armory without the Factory may work and react to the techtree progress on regular basis, though Factory without Armory, not - apart from the manufacture of light tier units - as on the higher levels of progress, only empty crafts could have been produced under such circumstances, questioning the purpose of making them even choosable in the production menu.

Perhaps I think shallow, as weapons could also be produced in the Factory only for the sake of units, as the main point of Armory is to deliver the items deep into battlefield. So should Factory be anyhow dependent on Armory, or is the Armory to be mostly a selfstanding independent facility?

Quote:
The techtree, the secondary constructs - consisting of various structures attached mostly either to the grid of Factory or Armory - expands without any further tierbased dependencies, suggesting only the Scrap to be the limit, as long as either the Factory or Armory given construct demands is available.

One way is to assume the techtree constructs should demand particularly either the Factory or the Armory, providing some kind of idea of a techtree into the game. Other way is more easy, meaning any secondary facility needs to be connected to a grid of any of the two mentioned key buildings, without further requirements. In the end, the latter solution implies either the Factory or Armory could be omitted entirely in the play, if that suits the strategy.

EDIT:

Post edited in terms of selected unit group automatic disinclusion menu options.


Last edited by Darkon on March 13th, 2017, 1:55 am, edited 4 times in total.

Top
 Profile  
 
PostPosted: March 13th, 2017, 12:36 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
ANNOUNCEMENT:

Things start to complicate, exceptions appear, sometimes I lose track of previous arrangements, therefore in case of conflict, take it as a question of what seems more suitable. I will try to post in the form of questions more, rather than regulations, since unnecessarily everything will fit as it seems on paper or the forum board for that matter.


Top
 Profile  
 
PostPosted: March 13th, 2017, 1:02 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
All the units selected and featured as symbols and numbers on the left side of the screen could be attached to a groupmark, represented by a keyboard function key.

The default group formation and control with function keys, as introduced in Battlezone II, I think to be good enough, taking the rebinding possibilities.


Top
 Profile  
 
PostPosted: March 13th, 2017, 2:24 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
Quote:
Perhaps I think shallow, as weapons could also be produced in the Factory only for the sake of units, as the main point of Armory is to deliver the items deep into battlefield. So should Factory be anyhow dependent on Armory, or is the Armory to be mostly a selfstanding independent facility?

Quote:
One way is to assume the techtree constructs should demand particularly either the Factory or the Armory, providing some kind of idea of a techtree into the game. Other way is more easy, meaning any secondary facility needs to be connected to a grid of any of the two mentioned key buildings, without further requirements. In the end, the latter solution implies either the Factory or Armory could be omitted entirely in the play, if that suits the strategy.

Taking that Battlezone has been a freestyle game with manifold ways to destination available, should techtree be given the quality of freestyle as well, as indicated in the quoted statements? The two tier structure techtree already introduces some freedom with the functional, primary structures and the secondary, expansion related and mutually independent ones only. But is the game going to benefit with even more unbound method, allowing to disinclude one of the primary buildings entirely? Should the game benefit even with the two tier techtree?

If the amount of ways available is kept reasonable in numbers, so as to be graspable, next to all the solutions designed useful and with purpose, perhaps yes, the game should benefit. The players would certainly omit the technologies they consider blind alleys or simply redundant. If the techtree mentality as presented in the quoted senteces and in some earlier posts was to be employed, certainly the strategies eventually used by players would be the major field test of how well the game is designed in terms of balance.

But all in all, I am for it.


Top
 Profile  
 
PostPosted: March 13th, 2017, 2:44 am 
User avatar
Offline

Joined: February 23rd, 2017, 11:56 pm
Posts: 472
Quote:
certainly the strategies eventually used by players would be the major field test of how well the game is designed in terms of balance.

Depending on the strategy, many things certainly may get omitted, with some of the strategies appearing more popular or swift in execution than others. Nevertheless if it is a custom to bypass some perticular tech branch or unit type, either having very few strategies employing it, probably this should be what I talk about in the quoted sentence.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 94 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


PLEASE SUPPORT US BY MAKING A DONATION TO BZ2MAPS.US!

ALL DONATIONS WILL GO DIRECTLY TOWARD HOSTING AND SUPPORT COSTS OF BZ2MAPS.US ~ THANK YOU!

Powered by phpBB® Forum Software © phpBB Group
Copyright © 2011 BZ2MAPS.US