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Zero-K v1.8.8.2 - Construction Plates and Archer Rework

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Date Editor Before After
8/24/2020 5:30:55 PMROrankForever before revert after revert
8/24/2020 5:29:55 PMROrankForever before revert after revert
Before After
1 If it would be for me I would revamp the entire energy system and even the metal one. It's not realistic at all when one unit that is far away from your base requires a specific amount of energy and if it's not provided your unit will decloak. I tried to make a big thread about this a while ago but when I finished it a bug happen and 2-3 pages of information were lost instantly. 1 If it would be for me I would revamp the entire energy system and even the metal one. It's not realistic at all when one unit that is far away from your base requires a specific amount of energy and if it's not provided your unit will decloak. I tried to make a big thread about this a while ago but when I finished it a bug happen and 2-3 pages of information were lost instantly.
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3 So let's take into consideration the "Phantom (cloaksnipe)" who has Upkeep energy while mobile of 5 e/s and Upkeep while idle of 1 e/s. We implement this system to all defensive structures connected to a grid and as for the rest of the mobile units, we increase their metal cost according to the energy requirement they have. 3 So let's take into consideration the "Phantom (cloaksnipe)" who has Upkeep energy while mobile of 5 e/s and Upkeep while idle of 1 e/s. We implement this system to all defensive structures connected to a grid and as for the rest of the mobile units, we increase their metal cost according to the energy requirement they have.
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5 [size=5] Energy [/size] 5 [size=5] Energy [/size]
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7 Mobile units 7 Mobile units
8 * For example, the Phantom requires 5 e/s to get cloaked we just increase its cost from 750 to 175 more meaning 925. We take the calculation from how much it costs a solar collector to provide the required energy. So one solar collector costs 70 to produce 2 energy per second and from there it's clear that for 5 e/s we pay 175. We will not use the energy provided by wind generators because it's too variable. 8 * For example, the Phantom requires 5 e/s to get cloaked we just increase its cost from 750 to 175 more meaning 925. We take the calculation from how much it costs a solar collector to provide the required energy. So one solar collector costs 70 to produce 2 energy per second and from there it's clear that for 5 e/s we pay 175. We will not use the energy provided by wind generators because it's too variable.
9 * Following the example above, we will apply this system to all cloaked units that require "invisible energy". 9 * Following the example above, we will apply this system to all cloaked units that require "invisible energy".
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11 Stationary structure energy requirement 11 Stationary structure energy requirement
12 * As @izirayd suggested we make all defensive structures require energy grid or each defensive structure has a duplicated version where it's [color=green]self-sustainable[/color] and has its own internal energy production but that with more metal cost. 12 * As @izirayd suggested we make all defensive structures require energy grid or each defensive structure has a duplicated version where it's [color=green]self-sustainable[/color] and has its own internal energy production but that with more metal cost.
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14 * In other words, each structure will be [color=green]self-sustainable[/color] or [color=red]dependable[/color] on the energy grid. 14 * In other words, each structure will be [color=green]self-sustainable[/color] or [color=red]dependable[/color] on the energy grid.
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16 * Powering up the defensive structures and keeping them as such will draw constant energy from your grid in case they are [color=red]dependable[/color]. But here we use the same system from the phantom, the Idle version of energy consumption, and the active state when it requires more energy to function and attack. 16 * Powering up the defensive structures and keeping them as such will draw constant energy from your grid in case they are [color=red]dependable[/color]. But here we use the same system from the phantom, the Idle version of energy consumption, and the active state when it requires more energy to function and attack.
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18 * Right now the power requirement of defensive structures doesn't actually drain the energy when connected to the grid. So In my suggestion, the drain of energy shield will be calculated to the system that the cloacked units have right now, meaning e/s. 18 * Right now the power requirement of defensive structures doesn't actually drain the energy when connected to the grid. So In my suggestion, the drain of energy will be calculated in the same way cloaked units use energy now, meaning e/s.
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20 * For example, Desolator costs 1600 to be constructed and 1750 worth of solars collectors to power it up. My suggestion here is simple, for [color=red]dependable[/color] make desolator costs half of its actual price (from 1600 to 800 metal) and to power it up in idle mode an energy requirement of 10e/s and when it's attacking something between 20 e/s. For the [color=green]self-sustainable[/color] version I suggest we increase the metal cost it has from 1600 to 20% more meaning 1920 metal. 20 * For example, Desolator costs 1600 to be constructed and 1750 worth of solars collectors to power it up. My suggestion here is simple, for [color=red]dependable[/color] make desolator costs half of its actual price (from 1600 to 800 metal) and to power it up in idle mode an energy requirement of 10e/s and when it's attacking something between 20 e/s. For the [color=green]self-sustainable[/color] version I suggest we increase the metal cost it has from 1600 to 20% more meaning 1920 metal.
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22 * You might ask why to make two versions of the same defensive structure when we can use just only one. It's simple...and it's called complexity. You would want to make a [color=red]dependable[/color] Lotus near your base that has reduced cost and also reduced energy cost while idle. You would want to make a [color=green]self-sustainable[/color] Stinger in order to attack something or to hold the line somewhere. 22 * You might ask why to make two versions of the same defensive structure when we can use just only one. It's simple...and it's called complexity. You would want to make a [color=red]dependable[/color] Lotus near your base that has reduced cost and also reduced energy cost while idle. You would want to make a [color=green]self-sustainable[/color] Stinger in order to attack something or to hold the line somewhere.
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24 * Again these are just experimental prices that I suggest and I can work on an excel spreadsheet with the actual balanced changes for you guys to see and then modify according to specifications. 24 * Again these are just experimental prices that I suggest and I can work on an excel spreadsheet with the actual balanced changes for you guys to see and then modify according to specifications.
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