Loading...
  OR  Zero-K Name:    Password:   

Post edit history

More units in Zero-K

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
9/7/2015 2:46:10 PMAUrankAdminSaktoth before revert after revert
Before After
1 Budded off from the discussion here: http://zero-k.info/Forum/Thread/19887?page=1#141597 1 Budded off from the discussion here: http://zero-k.info/Forum/Thread/19887?page=1#141597
2 \n 2 \n
3 Basically, it is about how many more units Zero-K can support, in terms of current factory lineups and even adding more factories. Whether there are even enough fresh ideas to add more to the game and whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity). 3 Basically, it is about how many more units Zero-K can support, in terms of current factory lineups and even adding more factories. Whether there are even enough fresh ideas to add more to the game and whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity).
4 \n 4 \n
5 [quote]@Orfelius Honestly? I don't see a good theme or even *name* for another factory that could be added. But perhaps you are *the designer* of Zero-K after all and thus you are always going to have at least some influence over the things that happen here despite you thinking otherwise.[/quote] 5 [quote]@Orfelius Honestly? I don't see a good theme or even *name* for another factory that could be added. But perhaps you are *the designer* of Zero-K after all and thus you are always going to have at least some influence over the things that happen here despite you thinking otherwise.[/quote]
6 I'm really not going to try to exercise a design mandate when I'm so out of the dev cycle right now (Don't even have git set up). Google is incredibly talented, very competent and I have a lot of faith in him. 6 I'm really not going to try to exercise a design mandate when I'm so out of the dev cycle right now (Don't even have git set up). Google is incredibly talented, very competent and I have a lot of faith in him.
7 \n 7 \n
8 Just off the top of my head: Levitation platforms. We have two veh and three bots, so this is like a second hovercraft. This is how I would impliment hover if I did it from scratch. Instead of turning, levitation platforms have momentum like gunships, and have no 'facing'. However, they all have turrets that take time to turn to their location in a fixed-world space, that is independent of their direction of movement. Many can be 'deployed' with "D" into a static unit with new abilities. 8 But you want factory ideas? Just off the top of my head: Levitation platforms. We have two veh and three bots, so this is like a second hovercraft. This is how I would implement hover if I did it from scratch, but hover has it's own identity now. Instead of turning, levitation platforms have momentum like gunships, and have no 'facing'. However, they all have turrets that take time to turn to their location in fixed-world space, that is independent of their direction of movement. Many can be 'deployed' with "D" into a static unit with new abilities.
9 \n 9 \n
10 Constructor 10 [b]Constructor[/b]
11 A medium weight constructor 11 A medium weight constructor
12 Deploy to gain additional build radius and build power. 12 Deploy to gain additional build radius and build power.
13 \n 13 \n
14 Scout 14 [b]Scout[/b]
15 50m, fast unarmed scout with decent HP. When it dies, spawns 3 mines which shoot a single laser blast for 150 damage each. 15 50m, fast unarmed scout with decent HP. When it dies, spawns 3 mines which shoot a single laser blast for 150 damage each.
16 When deployed, gains radar range and periodically places mines around it. 16 When deployed, gains radar range and periodically places mines around it.
17 \n 17 \n
18 Raider 18 [b]Raider[/b]
19 Fast with a low range rocket. Mostly for raiding mexes and bursting out slower units, but can launch rockets back at units that pursue. 19 Fast with a low range rocket. Mostly for raiding mexes and bursting out slower units, but can launch rockets back at units that pursue.
20 Deploy's into 90 degree turret with +400 range for hitting LLT's or light bombardment 20 Deploy's into 90 degree turret with +400 range for hitting LLT's or light bombardment
21 \n 21 \n
22 Heavy Raider 22 [b]Heavy Raider[/b]
23 A short ranged laser with a vampiric effect, causing it to leach a portion of the HP it damages. 23 A short ranged laser with a vampiric effect, causing it to leach a portion of the HP it damages.
24 Rather than deploying, D causes it to double it's speed, but lose much of it's maneuverability. 24 Rather than deploying, D causes it to double it's speed, but lose much of it's maneuverability.
25 \n 25 \n
26 Riot 26 [b]Riot[/b]
27 A fastish unit that shoots a damaging but brief blackhole, causing units to stutter and cluster up. 27 A fastish unit that shoots a damaging but brief blackhole, causing units to stutter and cluster up.
28 Deploy into a 180 degree turret with a larger AoE, longer duration and no damage. Can allow slower projectiles rocket raider in either mode to hit approaching targets, or cluster units up for other undeployed riots. 28 Deploy into a 180 degree turret with a larger AoE, longer duration and no damage. Can allow slower projectiles rocket raider in either mode to hit approaching targets, or cluster units up for other undeployed riots.
29 \n 29 \n
30 Assault 30 [b]Assault[/b]
31 A beefy ravager-like fast assault, which shoots a starlight-like laser which slowly tracks it's target. Since turrets have global facing, stopping or keeping a moving target at the same angle decreases tracking time. 31 A beefy ravager-like fast assault, which shoots a starlight-like laser which slowly tracks it's target. Since turrets have global facing, stopping or keeping a moving target at the same angle decreases tracking time.
32 Deploy: 32 Deploy grants a considerable HP bonus, but decreases turret turn rate.
33 Grants a considerable HP bonus, but decreases turret turn rate.
34 \n 33 \n
35 Skirmisher 34 [b]Skirmisher[/b]
36 Lobs plasma projectiles at skirmisher range (We have no plasma skirmisher!) 35 Lobs plasma projectiles at skirmisher range (We have no plasma skirmisher!)
37 Deploy to cause it to float upwards, gaining extra ballistic range, and making it harder to hit by other weapons (Like a Skydust). 36 Deploy to cause it to float upwards, gaining extra ballistic range, and making it harder to hit by other weapons (Like a Skydust).
38 \n 37 \n
39 Artillery 38 [b]Artillery[/b]
40 Shoots slow, homing missiles, a bit slower than a Janus which can be outrun. 39 Shoots slow, homing missiles, a bit slower than a Janus which can be outrun.
41 Deploy: 90 degree arc and additional range, but adds a minimum range. 40 Deploy: 90 degree arc and additional range, but adds a minimum range.
42 \n 41 \n
43 Anti-Heavy 42 [b]Anti-Heavy[/b]
44 A fast, burrowing armoured crawling blackhole bomb with a long duration. 43 A fast, burrowing armoured crawling blackhole bomb with a long duration.
45 Deploy causes it to generate a constant blackhole field. 44 Deploy causes it to generate a constant blackhole field.
46 \n 45 \n
47 \n 46 \n
48 The concept of the factory is that movement is momentum based, so they can build up a lot of speed in one direction, but take time to slow down and move the other direction, but without having to turn. With no movement 'facing', this lets turrets aim in global space rather than relative to the facing, so you have to be conscious of where your arcs are pointed, and you can be flanked. They use various lock-down blackhole abilities to allow their turrets time to draw a bead and some of their slower projectiles to hit mobiles, as well as letting AoE wreak havoc. The deploy modes allow them to set up static firebases and assault positions, but limits their arcs and makes them even easier to flank, so they have to use blackholes, mines and their range to excercise spatial control and lure the enemy into traps. 47 The concept of the factory is that movement is momentum based, so they can build up a lot of speed in one direction, but take time to slow down and move the other direction, but without having to turn. With no movement 'facing', this lets turrets aim in global space rather than relative to the facing, so you have to be conscious of where your arcs are pointed, and you can be flanked. They use various lock-down blackhole abilities to allow their turrets time to draw a bead and some of their slower projectiles to hit mobiles, as well as letting AoE wreak havoc. The deploy modes allow them to set up static firebases and assault positions, but limits their arcs and makes them even easier to flank, so they have to use blackholes, mines and their range to excercise spatial control and lure the enemy into traps.
49 \n 48 \n
50 Okay so all of this is drawing on a lot of ideas I've had for a long time, but I prettymuch came up with this off the top of my head. There is way more space in the game for things we've never done. 49 So all of this is drawing on a lot of ideas I've had for a long time, but I prettymuch came up with this off the top of my head. I'm not advocating or even proposing that this factory actually be implemented, but there is way more space in the game for things we've never done, from speed-boost abilitieslike the old Zipper to transformer modes to height-changing units to vampiric weapons etc etc etc.