Battlezone 2.5
Posted: Tue Oct 15, 2013 8:28 am
Battlezone 2.5?
Complete Mechanics Overhaul
There seems to be quite a few BZ2 message boards. Chose to post here since it seems to have the most active userbase:
Over the years I have mused with my friends about what Battlezone 3 might look like. How the gameplay would handle. How the mechanics would work. What kind of changes could be made to the formula. I ended up thinking a lot about this, mixing the old with the new to create a strong mental image of what the future could look like. I think a BZ3 is still way off in the distance... Fortunately, most of these changes can be made inside of Battlezone 2! Hence the title of the topic, Battlezone 2.5.
A lot of my discussions about a 'Battlezone 3' stemmed from the way BZ2 turned out in comparison to BZ1.
The biggest gripe I have with Battlezone 2's gameplay was the hop from collecting a dynamic open resource to controlling biometal pools. I feel that this, coupled with a more restrictive tech tree, has condemned BZ2 to having a much more linear strategy than Battlezone 1. The combat also feels slower, with the TTK(Time-To-Kill) on your average unit almost doubled. Cheaper units feel too weak (or useless), and expensive units feel too strong. The shift of focus to biometal pools also creates some strategic issues. Rather than a general focus on offense and map control as in BZ1, most of BZ2's gameplay revolves around capturing biometal pools, defending biometal pools, and attacking biometal pools. The idea behind this is that it creates focal points for the combat, and that control of biometal pools will eventually win you the game. This may sound alright on paper, but in practice I feel it lends itself to turtling and tank spam. Because control of biometal pools is essential to win, it strips the game of a fair bit of freedom.
However, don't get me wrong. I like Battlezone 2. In fact, I find myself playing it more than BZ1. I feel that with some changes to the game's mechanics, as well as some general re-balancing, that the game would not only be really fun, but lend itself to some serious competitive play. That's why I have decided to start development on a mod, one that will hopefully transform BZ2 for the better.
Redesigning the game's core mechanics will be the focus of this mod.
My main goal will be changing the current vanilla version of the game (1.3?) to embrace new game mechanics. It will still be ISDF versus Scion and will try to be different without being too different.
I plan to refocus the game towards collecting open scrap. Biometal pools may still be present on some maps (generally only 1 or 2 though), and will provide a larger benefit if they are captured. Other goals include: Creating shorter, more intense combat. Changing the way vehicles handle. Many minor 'quality of life' tweaks. etc.
Overall, the focus of the mod is to create a new 'hybrid' style of gameplay between BZ1 and BZ2 that has the potential for a high strategy cap and high skill cap. The idea is to free up a lot of the restrictions and let the players define the strategy. Rather than following a strict rock-paper-scissors type of balancing, I am hoping to create a gameplay that flows naturally into many different styles of play, and encourages mixed unit tactics. (I don't feel BZ follows a rock-paper-scissors balance style, but other game designers tend to conform to this structure).
The current list of proposed changes include some of the following:
-Reduction and re-balancing of scrap costs
-Removal of treads from all utility vehicles, converted to hovering units. Builders converted as well
-Reduced size of non-essential buildings, more compact essential buildings
-Revision of tech tree, with possible reversion to BZ1's 'if you can pay for it, you can have it'
-Removal of treaded military units, replaced with hover equivalents or new units
-Mortar rebalances
-Power and building changes
And so on.
Development will be coupled with a video series documenting progress as well as explaining my mindset behind the changes being made.
The way I see it now, development will be cut into different phases:
Phase 1: Minor changes focusing on current unit balance. Learning period.
Phase 2: Major balance changes, major mechanics changes, and asset creation. This will probably be the longest stage of development.
Phase 3: Cosmetic changes & visual polish
Phase 4: Release and further development
A bit about my qualifications: I am fairly knowledgeable in programming. I know 3d modeling as well as texture painting. Passionate for design and am familiar with Illustrator and Photoshop.
I have worked on other mods in the past, as well as another mod at the present. Asset creation and manipulating game variables are not foreign to me.
While I would like to add other races and factions, I am staying focused on what this mod is: A complete rework of BZ2's gameplay. Completing that goal first and foremost is my priority. I'm not sure what to expect as I have never attempted to mod BZII before. As I near completion I will start considering the addition of other playable factions.
On a final note, I don't intend to call the mod 'Battlezone 2.5'. I don't really have a name yet, so I decided to use something catchy as the title.
TL;DR: A mod that mixes the good from BZ1 with the good from BZ2, hopefully to create the go-to platform for competitive play.
What do you think? Would you play it?
Complete Mechanics Overhaul
There seems to be quite a few BZ2 message boards. Chose to post here since it seems to have the most active userbase:
Over the years I have mused with my friends about what Battlezone 3 might look like. How the gameplay would handle. How the mechanics would work. What kind of changes could be made to the formula. I ended up thinking a lot about this, mixing the old with the new to create a strong mental image of what the future could look like. I think a BZ3 is still way off in the distance... Fortunately, most of these changes can be made inside of Battlezone 2! Hence the title of the topic, Battlezone 2.5.
A lot of my discussions about a 'Battlezone 3' stemmed from the way BZ2 turned out in comparison to BZ1.
The biggest gripe I have with Battlezone 2's gameplay was the hop from collecting a dynamic open resource to controlling biometal pools. I feel that this, coupled with a more restrictive tech tree, has condemned BZ2 to having a much more linear strategy than Battlezone 1. The combat also feels slower, with the TTK(Time-To-Kill) on your average unit almost doubled. Cheaper units feel too weak (or useless), and expensive units feel too strong. The shift of focus to biometal pools also creates some strategic issues. Rather than a general focus on offense and map control as in BZ1, most of BZ2's gameplay revolves around capturing biometal pools, defending biometal pools, and attacking biometal pools. The idea behind this is that it creates focal points for the combat, and that control of biometal pools will eventually win you the game. This may sound alright on paper, but in practice I feel it lends itself to turtling and tank spam. Because control of biometal pools is essential to win, it strips the game of a fair bit of freedom.
However, don't get me wrong. I like Battlezone 2. In fact, I find myself playing it more than BZ1. I feel that with some changes to the game's mechanics, as well as some general re-balancing, that the game would not only be really fun, but lend itself to some serious competitive play. That's why I have decided to start development on a mod, one that will hopefully transform BZ2 for the better.
Redesigning the game's core mechanics will be the focus of this mod.
My main goal will be changing the current vanilla version of the game (1.3?) to embrace new game mechanics. It will still be ISDF versus Scion and will try to be different without being too different.
I plan to refocus the game towards collecting open scrap. Biometal pools may still be present on some maps (generally only 1 or 2 though), and will provide a larger benefit if they are captured. Other goals include: Creating shorter, more intense combat. Changing the way vehicles handle. Many minor 'quality of life' tweaks. etc.
Overall, the focus of the mod is to create a new 'hybrid' style of gameplay between BZ1 and BZ2 that has the potential for a high strategy cap and high skill cap. The idea is to free up a lot of the restrictions and let the players define the strategy. Rather than following a strict rock-paper-scissors type of balancing, I am hoping to create a gameplay that flows naturally into many different styles of play, and encourages mixed unit tactics. (I don't feel BZ follows a rock-paper-scissors balance style, but other game designers tend to conform to this structure).
The current list of proposed changes include some of the following:
-Reduction and re-balancing of scrap costs
-Removal of treads from all utility vehicles, converted to hovering units. Builders converted as well
-Reduced size of non-essential buildings, more compact essential buildings
-Revision of tech tree, with possible reversion to BZ1's 'if you can pay for it, you can have it'
-Removal of treaded military units, replaced with hover equivalents or new units
-Mortar rebalances
-Power and building changes
And so on.
Development will be coupled with a video series documenting progress as well as explaining my mindset behind the changes being made.
The way I see it now, development will be cut into different phases:
Phase 1: Minor changes focusing on current unit balance. Learning period.
Phase 2: Major balance changes, major mechanics changes, and asset creation. This will probably be the longest stage of development.
Phase 3: Cosmetic changes & visual polish
Phase 4: Release and further development
A bit about my qualifications: I am fairly knowledgeable in programming. I know 3d modeling as well as texture painting. Passionate for design and am familiar with Illustrator and Photoshop.
I have worked on other mods in the past, as well as another mod at the present. Asset creation and manipulating game variables are not foreign to me.
While I would like to add other races and factions, I am staying focused on what this mod is: A complete rework of BZ2's gameplay. Completing that goal first and foremost is my priority. I'm not sure what to expect as I have never attempted to mod BZII before. As I near completion I will start considering the addition of other playable factions.
On a final note, I don't intend to call the mod 'Battlezone 2.5'. I don't really have a name yet, so I decided to use something catchy as the title.
TL;DR: A mod that mixes the good from BZ1 with the good from BZ2, hopefully to create the go-to platform for competitive play.
What do you think? Would you play it?