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More units in Zero-K

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Date Editor Before After
9/7/2015 7:08:59 PMNLrankBlackdutchie before revert after revert
Before After
1 odd factory idea: 1 odd factory idea:
2 Zombies/Organic/Melee factory: 2 Zombies/Organic/Melee factory:
3 \n 3 \n
4 Raider: Fast, weak, very cheap, relatively fast attack speed 4 Raider: Fast, weak, very cheap, relatively fast attack speed
5 \n 5 \n
6 Skirmisher: Brust "gravity gun" harpoon, pulls in only, relatively low damage 6 Skirmisher: Burst "gravity gun" harpoon, pulls in only, relatively low damage
7 \n 7 \n
8 Riot: Large unit with multi-hit melee swing (is this even possible in spring engine?) 8 Riot: Large unit with multi-hit melee swing (is this even possible in spring engine?)
9 \n 9 \n
10 Assault: Heavy Melee unit with charge D-command, which forces the unit forward and creates impulse all around it. 10 Assault: Heavy Melee unit with charge D-command, which forces the unit forward and creates impulse all around it.
11 \n 11 \n
12 Artillery: Slow, shoots acid blobs 12 Artillery: Slow, shoots acid blobs
13 \n 13 \n
14 Anti-air: Slow, multiple-harpoon version of skirmisher, pointing upwards. Possibly shoots like a shotgun, hooking for example a swarm of avengers for a little bit or a single big gunship for more effect. Needs careful balancing. 14 Anti-air: Slow, multiple-harpoon version of skirmisher, pointing upwards. Possibly shoots like a shotgun, hooking for example a swarm of avengers for a little bit or a single big gunship for more effect. Needs careful balancing.
15 \n 15 \n
16 \n 16 \n
17 Special feature besides being mostly about melee: 17 Special feature besides being mostly about melee:
18 When made into a wreck, zombie factory units raise as a lower "tier" unit under original builder's control after not having been touched for a bit. (possibly at half health, or less, or more, depending on what balance requires) 18 When made into a wreck, zombie factory units raise as a lower "tier" unit under original builder's control after not having been touched for a bit. (possibly at half health, or less, or more, depending on what balance requires)
19 \n 19 \n
20 Raider: Does not raise again 20 Raider: Does not raise again
21 Skirm/Riot/Assault: Becomes raider 21 Skirm/Riot/Assault: Becomes raider
22 Artillery/Antiair: Becomes skirm 22 Artillery/Antiair: Becomes skirm
23 ultra heavy (not yet thought up): becomes riot/assault 23 ultra heavy (not yet thought up): becomes riot/assault
24 \n 24 \n
25 you get the idea. 25 you get the idea.
26 \n 26 \n