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ZK abuses

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Date Editor Before After
12/9/2013 6:30:43 PMAUrankAdminSaktoth before revert after revert
Before After
1 To be clear, this is not abuse, they're not 'bugs'. Zero-K models physical systems, and the result of those physical systems can be fun, funny, awesome, and sometimes insane. 1 To be clear, this is not abuse, they're not 'bugs'. Zero-K models physical systems, and the result of those physical systems can be fun, funny, awesome, and sometimes insane.
2 \n 2 \n
3 Almost everything like this we are already well aware of and have discussed at length. Sometimes something stupid or crazy like orbital snipers happens and we have to remove or nerf it. Often though, it's hard to do that while preserving he mechanics. 3 Almost everything like this we are already well aware of and have discussed at length. Sometimes something stupid or crazy like orbital snipers happens and we have to remove or nerf it. Often though, it's hard to do that while preserving the mechanics.
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5 Terraforming affecting terrain ALREADY has a delay. We put this in precisely because it was so easy to sink a heavy unit. So we went back in time and implimented your suggestion. 5 Terraforming affecting terrain ALREADY has a delay. We put this in precisely because it was so easy to sink a heavy unit. So we went back in time and implimented your suggestion.
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7 Last I recall Spring 95 actually displaces units if they're on unpassable terrain. So terraforming just sort of knocks the unit out of the way. It's not very elegant looking but design wise I think it's the best solution (If this is even considered a problem: I do but others would say this is legitimate and prevents heavies from being OP!). 7 Last I recall Spring 95 actually displaces units if they're on unpassable terrain. So terraforming just sort of knocks the unit out of the way. It's not very elegant looking but design wise I think it's the best solution (If this is even considered a problem: I do but others would say this is legitimate and prevents heavies from being OP!).
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9 We've looked a lot at nano-blocking, and it's kind of problematic. If projectiles just pass through, then how do you stop someone from building? Do you auto-fire on these or does it detect their HP and not fire on them if the nanoframes HP is less than the projectiles damage...? But then you want to fire when it's below the 1-shot threshold otherwise it might not kill the nanoframe and complete anyway and then he finishes a HLT and kills you and... 9 We've looked a lot at nano-blocking, and it's kind of problematic. If projectiles just pass through, then how do you stop someone from building? Do you auto-fire on these or does it detect their HP and not fire on them if the nanoframes HP is less than the projectiles damage...? But then you want to fire when it's below the 1-shot threshold otherwise it might not kill the nanoframe and complete anyway and then he finishes a HLT and kills you and...
10 \n 10 \n
11 It's more complicated than you think. There are other options, like short delays before the nanoframes goes up (TA did this with upack anims), but that slows everything down to fix this niche case. Right now shot-wasting is considered a lesser evil than the alternatives, and has been a legitimate strategy since OTA. 11 It's more complicated than you think. There are other options, like short delays before the nanoframes goes up (TA did this with upack anims), but that slows everything down to fix this niche case. Right now shot-wasting is considered a lesser evil than the alternatives, and has been a legitimate strategy since OTA.