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== Posts ==
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== Design Notes ==
* [https://zero-k.info/Forum/Post/265995#265995 Split as of May 2024]
 
* [http://zero-k.info/Forum/Post/262077#262077 Why can't AA shoot at units that are launched into the air?]
 
* [https://zero-k.info/Forum/Post/260498#260498 Resign votes and spectators]
 
* [https://zero-k.info/Forum/Thread/36557 Niarteloc: The Art of Zero-K]
 
* [http://zero-k.info/Forum/Post/258844#258844 Why only one faction?]
 
* [http://zero-k.info/Forum/Post/257355#257355 Quick Stat Tweak weekends idea]
 
* [http://zero-k.info/Forum/Post/257669#257669 Strategic and tactical cloaking]
 
* [http://zero-k.info/Forum/Post/256372#256372 Some stuff about playerbase size, that will probably age]
 
* [http://zero-k.info/Forum/Post/256192#256192 Air factories can be countered by anti-air, and this is fine]
 
* [https://zero-k.info/Forum/Post/255888#255888 Why there are so few units that shoot while submerged]
 
* [https://zero-k.info/Forum/Post/255869#255869 Playing with numbers vs. playing with physical entities]
 
* [https://zero-k.info/Forum/Post/255629#255629 Attack move isn't the "fight optimally" command]
 
* [https://zero-k.info/Forum/Post/255624#255624 Mixed compositions are meant to outclass single-type armies (halfway down a response post)]
 
* [https://zero-k.info/Forum/Post/254276#254276 Nanoframe decay]
 
* [https://zero-k.info/Forum/Post/250719#250719 An unoptimised introduction to log scoring]
 
* [https://zero-k.info/Forum/Post/250570#250570 The design principal of player ownership being irrelevant to the simulation]
 
* [https://zero-k.info/Forum/Post/250525#250525 History and design of the start box system]
 
* [https://zero-k.info/Forum/Post/250097#250097 A note on allied units blocking projectiles]
 
* [https://zero-k.info/Forum/Post/249836#249836 Fuzzy information and the prediction-reveal loop of radar dots]
 
* [https://zero-k.info/Forum/Post/249730#249730 Designing away the need for automation with Dante]
 
* [https://zero-k.info/Forum/Post/249310#249310 Disarm and Self-D] (page 2, links to battle threads aren't great)
 
* [http://zero-k.info/Forum/Post/248257#248257 The impact-prominence ratio and complexity budget]
 
* [http://zero-k.info/Forum/Post/247767#247767 More on air design and escallation]
 
* [https://zero-k.info/Forum/Post/247421#247421 Air design vs. Starcraft]
 
* [http://zero-k.info/Forum/Post/246201#246201 How powerful should dodge AI be?]
 
* [http://zero-k.info/Forum/Post/245550#245550 Moderating respecting the efforts of your team]
 
* [http://zero-k.info/Forum/Post/243736#243736 Physics vs. Balance and Fun]
 
* [http://zero-k.info/Forum/Post/243706#243706 An example of latency and unfairness in unit AI widgets]
 
* [http://zero-k.info/Forum/Post/242114#242114 Approaching balance and feedback]
 
* [http://zero-k.info/Forum/Post/236480#236480 History of Zero-K]
 
* [http://zero-k.info/Forum/Thread/33533?postID=239075 Jumpjet physics]
 
* [http://zero-k.info/Forum/Post/238679#238679 Big teams room splitting]
 
* [http://zero-k.info/Forum/Thread/32899?postID=235399 Win conditions]
 
* [https://zero-k.info/Forum/Post/228033#228033 Guidlines for good UI interactions for widget and gadget development.]
 
* [https://zero-k.info/Forum/Post/219329#219329 Widget development is not necessarily helpful for game development.]
 
* [https://zero-k.info/Forum/Post/226780#226780 Levels of UI customisation.]
 
* [https://zero-k.info/Forum/Post/230140#230140 The high-elo room conversation.]
 
* [https://zero-k.info/Forum/Thread/32161 Types of RTS Skill]
 
* [https://zero-k.info/Forum/Thread/27783?postID=197436 What does Starcraft 2 do well?]
 
* [https://zero-k.info/Forum/Thread/11391?postID=116233 Macro, and why have powerful UI/automation?]
 
* [https://zero-k.info/Forum/Post/231293#231293 Weapon behaviour is independent of target]
 
* [https://zero-k.info/Forum/Thread/32336?postID=230904 Rank system proposal]
 
* [https://zero-k.info/Forum/Post/231979#231979 What a good league should do]
 
* [https://zero-k.info/Forum/Thread/32336?postID=230973 Similar league discussions]
 
* [https://zero-k.info/Forum/Post/232595#232595 Riot/raider mix units]
 
* [https://zero-k.info/Forum/Thread/31939?postID=227487 Approaches to balancing and design, factory RPS, mex cost.]
 
* [https://zero-k.info/Forum/Thread/19692?postID=138089 Why do automation and what are its effects?]
 
* [https://zero-k.info/Forum/Post/213041#213041 The retreat range bonus]
 
* [https://zero-k.info/Forum/Thread/29727?postID=213918 Superfluid release notes, to compare to origins.]
 
* [https://zero-k.info/Forum/Thread/28677?postID=205627 Preserving jank without sending units to space.]
 
* [https://zero-k.info/Forum/Thread/32548?postID=232977 Bomber design]
 
* [https://zero-k.info/Forum/Thread/23199?postID=166182 GDS notes in chat log form]
 
* [https://zero-k.info/Forum/Thread/23478?postID=169143 The infinite APM model, shared unit control, and decisions vs. actions]
 
* [https://zero-k.info/Forum/Thread/31189?postID=219329 Stance on personal widgets and cheating implications]
 
* [https://zero-k.info/Forum/Thread/31189?postID=219442 What sort of skills should ZK test?]
 
* [https://zero-k.info/Forum/Thread/32203?postID=229649 Complexities involved in introducing new players]
 
* [https://zero-k.info/Forum/Thread/28090?postID=205131 A thread on factory plates.]
 
* [https://zero-k.info/Forum/Thread/6026?postID=72297 Against repulsion shields]
 
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Terraform cost calculation]
 
* [https://zero-k.info/Forum/Thread/8920?postID=96441 Comparing ZK to Supreme Commander]
 
* [https://zero-k.info/Forum/Thread/28707?postID=205955 Superweapon design goals]
 
* [https://zero-k.info/Forum/Thread/24238?postID=176172 Two ways to implement smart units] [https://zero-k.info/Forum/Thread/24238?postID=176184 (with followup)]
 
* [http://zero-k.info/Forum/Post/162734#162734 Shield link as a mechanic, not an AI (AI vs. baked behaviour)]
 
* [https://zero-k.info/Forum/Thread/32308?postID=230629 Taking feedback]
 
* [https://zero-k.info/Forum/Thread/24482?postID=178307 On armour classes]
 
* [https://zero-k.info/Forum/Thread/11881?postID=121652 Bomber design history]
 
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Unit renames history]
 
* [https://zero-k.info/Forum/Thread/24239?postID=176093 Opponent AI design]
 
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Release notes introducing dynamic commander morphs]
 
* [https://zero-k.info/Forum/Thread/24303?postID=176526 Expansion and aggression as the core of RTS]
 
 
 
== Mod Requests ==
 
* [https://zero-k.info/Forum/Thread/37598?postID=265805 Tech-K]
 
* [https://zero-k.info/Forum/Post/256736#256736 Werewolf/Among Us]
 
* [https://zero-k.info/Forum/Post/256735#256735 Upgradable Units]
 
* [https://zero-k.info/Forum/Thread/35281?postID=250344 Custom Factory Creation/Drafting]
 
* [https://zero-k.info/Forum/Thread/34788 Sleeper Agents]
 
* [https://zero-k.info/Forum/Thread/34953 Demon Gate KotH]
 
 
 
== Rambly Low Quality Posts ==
 
* [https://zero-k.info/Forum/Thread/31530?postID=223057 Weapon consistency vsx outcome consistency.]
 
* [https://zero-k.info/Forum/Thread/31189?postID=219555 Messy response post about personal widgets.]
 
* [https://zero-k.info/Forum/Thread/27262?postID=192770 A lengthy game analysis]
 
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Renames thread]
 
* [https://zero-k.info/Forum/Thread/23234?postID=166656 Command panel design] and [https://zero-k.info/Forum/Thread/22553?postID=158781 another]
 
* [https://zero-k.info/Forum/Thread/10056?postID=110427 A reference for the old UI]
 
* [https://zero-k.info/Forum/Thread/6665?postID=81265 Sound design (a bit outdated)]
 
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Technical details of terraform cost.]
 
 
 
== Notable Release Notes ==
 
* [https://zero-k.info/Forum/Thread/23355?postID=167750 Sea rework]
 
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Dynamic commanders]
 
* [https://zero-k.info/Forum/Thread/31045?postID=218312 Terraform tweaks]
 
* [https://zero-k.info/Forum/Thread/32102?postID=228632 Idle behaviour and simple command panel]
 
* [https://zero-k.info/Forum/Thread/11434?postID=116072 Overkill prevention]
 
* [https://zero-k.info/Forum/Thread/31937?postID=227228 Construction plates]
 
 
 
== Old Balance Threads ==
 
* [https://zero-k.info/Forum/Thread/24988?postID=182489 Planetwars] [https://zero-k.info/Forum/Thread/24988?postID=182514 and another]
 
* [https://zero-k.info/Forum/Thread/6531?postID=120450 Shieldbots]
 
* [http://zero-k.info/Forum/Thread/11779?page=0 Widow]
 
* [https://zero-k.info/Forum/Post/91314#91314 2018 Balance]
 
* [https://zero-k.info/Forum/Thread/28449?postID=202701 Skuttle] and [https://zero-k.info/Forum/Thread/22161?postID=154195 more Skuttle]
 
* [https://zero-k.info/Forum/Thread/11528?postID=116961 Nuke]
 
* [https://zero-k.info/Forum/Thread/8856?postID=95639 Detriment]
 
* [https://zero-k.info/Forum/Thread/1895?postID=17880 Amphbots]
 
* [https://zero-k.info/Forum/Thread/22947?postID=164029 Spiders]
 
 
 
== Topics ==
 
* [https://zero-k.info/Forum/Post/260468#260468 Rank limits and player rooms becoming the large teams room by default]
 
* The old XP morph system: [https://zero-k.info/Forum/Thread/6714?postID=81408 1], [https://zero-k.info/Forum/Thread/9911?postID=108674 2], [https://zero-k.info/Forum/Post/108925#108925 3]
 
* Superfluid: [https://zero-k.info/Forum/Thread/29609?postID=213115 1], [https://zero-k.info/Forum/Thread/29727?postID=213918 2]
 
* Commshare: [https://zero-k.info/Forum/Post/223118#223118 1]
 
  
 
=== Factories ===
 
=== Factories ===
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Bot factories share a few traits:
 
Bot factories share a few traits:
* Can at least pass hilly terrain, are slower than vehicles, have good turn rates.
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* Can at least pass hilly terrain, like hills, slower than vehicles, good turn rate.
 
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).
 
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).
 
* Has janky or nonexistent artillery.
 
* Has janky or nonexistent artillery.
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Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:
 
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:
 
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.
 
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.
* Tank: Emphasises escalation and assaults. Has raiders that can get it to the midgame.
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* Tank: Emphasises escalation and assaults.
* Hover: Emphasises glass cannons and extreme designs. A tenancy for precise energy weapons.
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* Hover: Emphasises glass cannon and burst. A tenancy for precise energy weapons.
  
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparatively:
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Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparitively:
* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. Units are able to fend for themselves (eg Knight and Ronin are relatively good vs raiders).
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* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take.
* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. Units are quite vulnerable to hardcounters when not supporting each other.
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* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition.
  
 
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.
 
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.
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* Hover: Currently works this way since it doesn't interact much with the water.
 
* Hover: Currently works this way since it doesn't interact much with the water.
 
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.
 
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.
 
Gunship and Planes are support factories. They should be rarely 1v1 ploppable. They are intended to escalate the game in complexity past the first 8-10 minutes as AA becomes a consideration. Striders somewhat fill this role as well.
 
 
Ship should be the backbone of sea play. While land could look like eight main factories and three support factories, sea looks more like one main factory and five support factories. If sea is a significant part of a battle then not having at least one Ship player is probably a mistake. To that end:
 
* Ship has 3 or 4 raider-ish units that can be made from the start of the game.
 
* Ships generally have bonkers stats compared to their ground counterparts.
 
  
 
== Factory Issues ==
 
== Factory Issues ==
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=== Spider ===
 
=== Spider ===
 
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas.  
 
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas.  
* Flea may need to be slightly better. Venom or Redback should be moved into the role of slow raider.
 
  
 
=== Amphbot ===
 
=== Amphbot ===

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