WARNO
WARNO ACTUAL
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Lateralus  [开发者] 1 月 13 日 上午 7:37
Roadmap
WARNO ACTUAL planned improvements

This post will be modified and updated as my opinions and thoughts change, based on feedback and my own playtesting. The main purpose of this thread will be to serve as a place where players can come to understand my vision for the mod, and my thought-process regarding balance decisions.

Priority/Short term
  • Refining infantry combat, increasing the damage of small arms.
  • Finish adding most of the divisions to the mod.
  • Rapid expansion of the map pool and new maps for the mod.
  • More refinement to infantry balance and flavor. Right now small arms all feel very similar, unlike Wargame where there was more clear distinction between different weapon standards. I won't be able to achieve my true vision for small arms until Eugen adds modding support for the customization of sound and animations.
  • Further improvements to the new HE scaling, so that a given explosive mass will have the same HE value and splash radius regardless of the weapon. For example right now rocket pods still use the old vanilla scale, with slight increases to HE and splash radius. It works for now, but my goal is to make sure that when the player looks at the stat card for any weapon they are not being deceived or mislead.
  • Removing as many hidden damage modifiers as possible, which is an issue that unnecessarily plagues vanilla WARNO. I have a lot of experience tuning weapon damage and balance from development of several Wargame mods, and its obvious to me Eugen uses hidden damage ratios as a design crutch.
  • Further improvements to SEAD, including resolving the inconsistency of detection of radar units in forests, as well as improving the angle from which SEAD missiles can be fired.
  • Better weapon loadouts for bombers. For example I want to resolve the rather pathetic cases, such as the Napalm F4 Phantom which only has 2 napalm bombs. I also plan to improve weapons that perform poorly, such as Napalm.
  • Probably more buffs to air detection, as I'm still seeing many cases of bombers remaining undetected up until they are already dropping their bombs. This is a massive issue with vanilla WARNO, as it means every bomber essentially becomes like a Nighthawk. If you can't see bombers coming, you have no time to react with ASF. In my opinion intercepting bombers with ASFs was an important and interesting part of the balance of air in Wargame.
  • Tuning identification rolls to better suit the lack of 3D model viewer in WARNO. From looking at the files it looks like Eugen is using basically the same values for identification rolls as they did in Wargame, which is problematic considering those values were used in the context of the 3D unit model viewer which allowed experienced players to determine the unit simply by selecting it and viewing the silhouette of the unidentified unit.

Long term
  • Custom textures for leader units
  • New divisions

Very long term / dream goals
  • External matchmaking tool. Not sure if this is possible, but my idea was to use the replays to verify match outcomes. This could probably be easily exploited, but in combination with some moderation and restrictions on new accounts, it might be viable.
  • Custom models for leader units.
  • Improvements to vanilla animations, such as the effects for Napalm and M26 cluster.
  • Improvements to sound design, such as allowing small arms fire to be heard from a greater camera distance, and normalizing sound so that helicopter and aircraft engines do not drown out the audio of everything else.
  • Fundamentally changing the way unit labels work, so that rather than disappearing when you zoom in, they have a minimum static z-height like in Wargame.
  • Adding accuracy to the weapon buttons when they are firing (similar to Wargame)
最后由 Lateralus 编辑于; 1 月 30 日 上午 12:53