I suspect that CW2 will still utilize weapons (as well as diggers). One of the things the bedeviled me often in CW was the issue of firing rate. Now I thought of a way to control this. Perhaps Virgil could look into this? Since weapons have ammo stores, could they adjust their firing rate based on the supply of ammo in their stores? So if a weapon is between 100-80% supplied, then it fires at full speed. If it is between 60-40% supplied, it fires at 2/3 speed and if any lower, it fires at 1/3 speed?
Any thoughts from the CW community out there?
That might be nice for players that overbuild like i do =)
I would like to be able to adjust it (especially for mortars and drones I'd often like it to be slower so they become more effective), but I wouldn't like it when it depends on the amount of ammo. Especially for blasters this might mean losing caps or conquered terrain. I'd rather see the implementation of 'smart mortars' like suggested here (http://knucklecracker.com/forums/index.php?topic=288.0).
I'd also like to slow down mortars as that would really lowers the micro-managing you have to do to save some energy (I don't really care about drones, as you always have to micro-manage them).
Another thing that might be useful could be the possibility to let your mortars or blasters just shoot all their ammo without refueling them (A bit the opposite of disarming), this would also save energy, and is (as I sometimes wished I had something like that) useful for those tight energy-managment maps.
Quote from: Sqaz on July 12, 2010, 10:48:58 AM
Another thing that might be useful could be the possibility to let your mortars or blasters just shoot all their ammo without refueling them (A bit the opposite of disarming), this would also save energy, and is (as I sometimes wished I had something like that) useful for those tight energy-managment maps.
Yes! I also often need that (but can't disconnect them from my network because I need them nearby). This is something I also suggested before, but I can't remember where....
Quote from: UpperKEES on July 12, 2010, 10:14:46 AM
I would like to be able to adjust it (especially for mortars and drones I'd often like it to be slower so they become more effective), but I wouldn't like it when it depends on the amount of ammo. Especially for blasters this might mean losing caps or conquered terrain. I'd rather see the implementation of 'smart mortars' like suggested here (http://knucklecracker.com/forums/index.php?topic=288.0).
I don't see how this idea applies to drones at all. Drones fill up (I've not suggested that we tinker with the "fill-up" or demand rate) and then you dispatch them. So by definition they are always at 100% full when determining firing rate. Also, I don't think there are going to be drones in CW2 (maybe something else that is similar?) since CW2 is underground. (Which obviates my request for way-points on drone bombing routes).
This suggestion also differs from the referenced "smart mortar" suggestion in that that that one is affected by the depth of the creeper, here I'm referring to something that, regardless of the creeper depth, throttles their firing rate depending on the availability of ammunition.
I guess we can argue indefinitely about the efficacy of adjustable firing rate. Without proof either way, I'm satisfied with merely putting the suggestion out there and leaving the rest up to whatever happens.
Quote from: Sqaz on July 12, 2010, 10:48:58 AM
Another thing that might be useful could be the possibility to let your mortars or blasters just shoot all their ammo without refueling them (A bit the opposite of disarming), this would also save energy, and is (as I sometimes wished I had something like that) useful for those tight energy-managment maps.
Definitely. Add my vote.
Quote from: Karsten75 on July 12, 2010, 11:55:21 AM
I don't see how this idea applies to drones at all. Drones fill up (I've not suggested that we tinker with the "fill-up" or demand rate) and then you dispatch them. So by definition they are always at 100% full when determining firing rate. Also, I don't think there are going to be drones in CW2 (maybe something else that is similar?) since CW2 is underground. (Which obviates my request for way-points on drone bombing routes).
I'd like the interval between the bombs dropped by drones to be longer; that's what I meant. You can consider this a firing rate decrease. I think what you mean is that weapons demand less energy in certain situations, which could be considered similar to the build 20% faster upgrade (which just gives more priority to building when your energy supplies are limited).
Quote from: Karsten75 on July 12, 2010, 11:55:21 AM
This suggestion also differs from the referenced "smart mortar" suggestion in that that that one is affected by the depth of the creeper, here I'm referring to something that, regardless of the creeper depth, throttles their firing rate depending on the availability of ammunition.
I understand the difference and that's exactly why I prefer the smart mortar option. ;)
Quote from: UpperKEES on July 12, 2010, 12:24:49 PM
I'd like the interval between the bombs dropped by drones to be longer; that's what I meant. You can consider this a firing rate decrease. I think what you mean is that weapons demand less energy in certain situations, which could be considered similar to the build 20% faster upgrade (which just gives more priority to building when your energy supplies are limited).
Decreasing the interval of drone bombs would make drones to overpowered, even now I always prefer them above mortars.
Maybe also a slider to decide if a weapon would get more or less energy and civilian buildings less or more energy would be useful (I think everyone has already seen a blaster that couldn't cap that emitter because to many buildings were being build, which then causes you to lose a whole part of your network).
Quote from: Sqaz on July 12, 2010, 01:33:35 PM
Decreasing the interval of drone bombs would make drones to overpowered, even now I always prefer them above mortars.
Absolutely true, so this should only be the case when the 'smart mortars' would be implemented.
Quote from: Sqaz on July 12, 2010, 01:33:35 PM
Maybe also a slider to decide if a weapon would get more or less energy and civilian buildings less or more energy would be useful (I think everyone has already seen a blaster that couldn't cap that emitter because to many buildings were being build, which then causes you to lose a whole part of your network).
Or just a deactivate button for civilian buildings as well, so they stop building.
The bad thing about this is if your in a deficit and you are trying to advance. (I like to advance in a deficit.) It would be nearly impossible due to weak blasters.
The whole game can't be underground.
Virgil said that we had to dig.
I doubt all of the levels will be underground.
There will still be a surface, so I guess spores and drones will be able to target that (and the holes/trenches you've dug). Not sure about tunnels though.
i get to dig yay. I hope i hit diamonds. not the creeper.
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
Quote from: Blaze on July 17, 2010, 12:26:23 AM
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
LOL
YES!I WANT VERY MUCH
S*** MY CAPS IS STUCK!!!
OH WAIT-I can use shift to reverse it, sorry ;D
Quote from: The smoking revolver on July 17, 2010, 08:51:05 AM
Quote from: Blaze on July 17, 2010, 12:26:23 AM
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
LOL
YES!I WANT VERY MUCH
S*** MY CAPS IS STUCK!!!
OH WAIT-I can use shift to reverse it, sorry ;D
lol fail.
I hate it when my caps gets stuck.
Quote from: Blaze on July 18, 2010, 01:31:14 AM
Quote from: The smoking revolver on July 17, 2010, 08:51:05 AM
Quote from: Blaze on July 17, 2010, 12:26:23 AM
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
LOL
YES!I WANT VERY MUCH
S*** MY CAPS IS STUCK!!!
OH WAIT-I can use shift to reverse it, sorry ;D
lol fail.
I hate it when my caps gets stuck.
off topic much?
Quote from: F0R on July 18, 2010, 03:12:18 AM
Quote from: Blaze on July 18, 2010, 01:31:14 AM
Quote from: The smoking revolver on July 17, 2010, 08:51:05 AM
Quote from: Blaze on July 17, 2010, 12:26:23 AM
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
LOL
YES!I WANT VERY MUCH
S*** MY CAPS IS STUCK!!!
OH WAIT-I can use shift to reverse it, sorry ;D
lol fail.
I hate it when my caps gets stuck.
off topic much?
*head explodes*
Off topic much.
Quote from: Twi on July 18, 2010, 01:59:02 PM
Quote from: F0R on July 18, 2010, 03:12:18 AM
Quote from: Blaze on July 18, 2010, 01:31:14 AM
Quote from: The smoking revolver on July 17, 2010, 08:51:05 AM
Quote from: Blaze on July 17, 2010, 12:26:23 AM
Quote from: F0R on July 16, 2010, 05:32:39 AM
i get to dig yay. I hope i hit diamonds. not the creeper.
Enter the "Creeper Diamond" Duhn Duhn Dunnnnnnn-lananananannnnnnnn.....
LOL
YES!I WANT VERY MUCH
S*** MY CAPS IS STUCK!!!
OH WAIT-I can use shift to reverse it, sorry ;D
lol fail.
I hate it when my caps gets stuck.
off topic much?
*head explodes*
Off topic much.
Wow.
Back on topic!
Yeah being able to change to fire rate would be nice.
Maybe make it an upgrade?
Like upgrade this and be able to change the fire rate.
Quote from: Blaze on July 18, 2010, 11:26:22 PM
Yeah being able to change to fire rate would be nice.
Maybe make it an upgrade?
Like upgrade this and be able to change the fire rate.
It could replace the 15% increase of fire rate. Just make it a slider from -50% to +15%.
Quote from: UpperKEES on July 19, 2010, 07:41:20 AM
It could replace the 15% increase of fire rate. Just make it a slider from -50% to +15%.
That would fit right in. But wouldn't that give that upgrade to much advantages? Or, I mean, if anyone had a choice of an upgrade, they would pick that one. That could potentially save them a lot of energy.
Depends in which phase of the game you obtain that upgrade. In the first minutes of the game I would still go for the -10% building costs. At the moment the +15% fire rate is the least popular upgrade, so it wouldn't hurt I guess, especially when that slider would affect every weapon at the same time.
im against the first posts about the ammo affecting the firing rate im with the other people and u should choose the firing rate so if u low on ammo u dont suddenly get weaker