Warzone2100 / warzone2100

Command the forces of The Project in a battle to rebuild the world after mankind has been nearly destroyed by nuclear missiles. A 100% free and open source real-time strategy game for Windows, macOS, Linux, BSD+
https://wz2100.net
GNU General Public License v2.0
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[Feature request] Temporary Base Area Protection #904

Open GrzechuGrek opened 4 years ago

GrzechuGrek commented 4 years ago

Temporary base area protection(lets call it TBAP) is some area around players base/start point that prevents enemy units from getting into it. This option would be accesible for single and multi player skirmishes, utterly for all players at once on map and lasts for a limited time. After a certain time TBAP will vanish, makes players(and bots) possible for attack/raids to others. Time for TBAP would be configurable in skirmish options for 0(no TBAP, default), 5, 10, 15, 20, 30 minutes.

TBAP would diversify the game and give a chance for all players for expansion of the base and get ready for fight. This will also prevent for unfunny situations that opposite players/bots crush player, before he build up his base.

Iluvalar commented 4 years ago

Can easily be modded by giving A0CommandCentre later in rules.js . preventing anyone to build units before a given time.

I don't think it,s a good idea 1- It makes some early tech (and the balance thereof) unusable. What is the point in research machine gun if you have time to research the tank killer rockets ? It will be impossible to balance. 2- it's not a solution... noob players will just spend 15 minutes more building a desperate base against more skilled player who will just crush their dreams. it will just make new players more hopeless and more clueless about the right way to research things.

We could make a much better version of this suggestion if we were to curve the defensive structure power so that they are OP in the first 15 minutes. This could also be done with mods easily.

mirror176 commented 1 year ago

Another option would be if each player could have a different shrunk map which extends later. It could be limited to allow the player to be stuck in their base and some safe outskirts, could have contestable sections without leaving their whole base under threat, could cause initial exposure through a cliff face without letting the whole base be ran through by enemy army, etc. which kind of gives familiarity of first few campaign missions and how safe areas of the map are now under direct threat like the southern edge cliff of initial landing zone.

As a StarCraft 1 & 2 player, 2 came with destructible rocks (and other objects) that can be broken to open a path or collapse it to block a path (and usually can be further broken to reopen it) which is still used on ladder to allow different map routes to be achievable but at the cost of spending some time fighting the neutral and reasonably high health object.

Early on that same game had a multiplayer training mode where rocks block the two players from reaching each other for a limited time then if i recall they self destructed instead of expecting players to break them down. The game also ran at a slower speed during that time. You could play that a limited # of rounds then be thrown into 'normal' ladder with its faster pace and no barrier as a one time process on your account or skip to normal ladder at any point. It was a cute idea but leaves gamers unprepared for proper ladder experience when they use up some or all rounds and reach real ladder.

If it always available as a different game mode then I'd say the 'unprepared' pitfall isn't so bad as a player can choose to stay with that type of gaming experience, and variety of experiences in a game means more gaming variety. Players do desire different gaming experiences and more choices will fragment player base more. Choices or not, some will always want 1v1, team vs team, ffa, 1v comp, team vs comp, cooperative play, etc. and not having that choice in a game mode means some players go to modes that are available while others leave the game.

Chewbakka-Wakka commented 1 hour ago

Temporary base area protection was implemented exactly as this suggestion declares in Age of Empires 2 and C & C, both two incredible RTS games. It was done as a different game mode, which I see no issues with. Players can and probably should be given the option.

To curb Iluvalar's issues on the balance side, perhaps this mode can enforce or allow starting at a higher base tech. Or... specific techs. Thing is, people want to build an army so for the tradition steamrolling purposes it sort of defeats the object by disallowing unit creation.