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Making sea more fun.

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12 years ago
Simple as, I think sea is considerably less fun to play than land for a number of reasons.

1) cons are expensive and super tough. This makes raiding cons with scouts almost non-existent

2) the scout has cripplingly low damage; all sea has huge HP.

3) ease of bumrushing - or, MUCH WORSE, getting a unit stuck in an enemy shipyard. Shipyard needs a built in defence imo.

4) fiddly miro getting subs orientated - ideally they would shoot in all directions.

5) unit monoculture - hunter spam

6) huge unit costs - enforcer is not viable until game becomes static, crusader is rarely justified.

7) typhoons are not enjoyable to micro, it often feels random and victim to pathing.

8) difficulty defending: torpedos are the only effective defence VS sea, but cannot target hovers. makes for a degree of RPS if you want to blind defend vs early bumrush.

etc

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12 years ago
I agree, sea still need more units diversity.

Hunter spam can counter all Amphibious Base unit, maybe except Grizzly.

Shredder (only need 1 or 2) stop ALL air in sea map for ALL game duration.

That only leave old Hovers vs Ships plans was viables.

I still waiting for Blastwing Mines thing.

Maybe we could get a new Strider in sea that is close range combat, all we have now is artillery.
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12 years ago
maybe give aa ship rockets that must be produced slowly...
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12 years ago
A lot of this is because of static defense being weak (Thus strong cons, weak scouts, bumrushing, losing your factory, etc).

As for turret arcs on sub etc, have you ever played thos space or ship combat games (often turn based) where your facing and turret arcs really matter? They're completely amazing, a totally different kind of strategy game. Sea, at it's best, is like this. Sadly we've already dumbed a lot of this stuff down and it is frustrating (Licho's global accel/turn buffs).

I will admit though that the Corvette just -doesnt- work. Ideally you should always face your broadside to the enemy, but it turns so fast (and often faces so erratically) and faces incorrectly etc...

The number one thing I think we need is torpedoes hitting hovers. But there isn't enough support in the dev team or playerbase for this. Even if we did this, we may need to fiddle with the numbers a bit. Will hunter start countering hovers? Does this mean hunter and sub need to be weaker? Now that torpedoes hit hovers, can ships (esp vette and enforcer) afford to be a bit weaker since A. They don't have to be strong enough to compensate for the fact that they're the only units hit by both land and sub weapons. B. They don't have to be strong enough to compensate for the fact that the other (torpedo-armed) half of your army is 0% effective vs hovers.

Thinking on it, a lot of this sounds like good things...
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To make micro a bit more manageable, you could give all ships ability to turn in place and then make a "face" command (ships will point their bow to the point you click)

EDIT:
Take a look at the game called Battleships Forever. 2D space combat, with destructible parts. Facing is incredibly important.

They have a command that makes ships point in a certain direction.

ZK sea needs that command. (I could think of a few other uses for it as well - eg. making unit weapons track enemies just outside their max range)
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12 years ago
Fiddling with unit facing is not the kind of micro I want to have to deal with on any unit that costs under 1000.

Honestly, everything about the naval game squicks me. The over-hard RPS between underwater/surface/hover/air. The weak defenses. The unarmed comms. The new underwater shield/cloak gens. The fact that defending against underwater requires both a sonar station and a torpedo launcher... and you have zero other options for that. To build UW defense you build two and exactly two units - no more, no less, no different. Heck, all the variety of land weapons (and a little variety on AA weapons) but zero variety in UW weapons.
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12 years ago
Typhoon is high micro + even with micro very random. I would like to see it changed with new model with large four barreled emg in front. Maybe missle in rear or double emg? Then it would be like krow. You want to face your target.
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12 years ago
Talk to Smoth about how great weapons without a rear firing arc are. Basically it means that any battle is win-or-annihilation because retreating is suicide.
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12 years ago
Simple as, I think sea is considerably less fun to play than land for a number of reasons.

Thats your opinion only. Sea was always more fun for me.
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12 years ago
Just a thought here: aren't surfboards the solution to the lack of diversity in naval combat since surfboards bring the diversity of land units to the sea?
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12 years ago
"The fact that defending against underwater requires both a sonar station and a torpedo launcher."

Incorrect.
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12 years ago
What? Is the helptext of the torp launcher incorrect?
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12 years ago
The problem with the Surfboard is that it's just too spiffy. It can't hold the large units that you'd want on the field, like the Firewalker.

And because of an engine bug, it can't use Erasers correctly, either.

It's also too weak. It has less health than the Mariner (Ship con)
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Pxtl I never said no rear weapon just a rear weapon that cannot be used at the same time as the front weapon like krow.

You could even give rear a slow beam.
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12 years ago
"As for turret arcs on sub etc, have you ever played thos space or ship combat games (often turn based) where your facing and turret arcs really matter? They're completely amazing, a totally different kind of strategy game. Sea, at it's best, is like this. Sadly we've already dumbed a lot of this stuff down and it is frustrating (Licho's global accel/turn buffs)."

AUrankAdminSaktoth.. those space games do not take place in the spring engine. spring engine + limited fire arcs = smash keyboard over your girlfriends face. Seriously, cast away any dreams of doing that sort of thing with spring engine, the engine does some things SUPER well, but that is one thing it does badly.

I would definately underline this:
"Talk to Smoth about how great weapons without a rear firing arc are. Basically it means that any battle is win-or-annihilation because retreating is suicide."

limited firearcs are BAD. REMOVE REMOVE!



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12 years ago
Sorry, but that is how BA sea was played. By BA sea i mean SoW 1v1 ofc, because that's all it was. It was epic, fantastic, all this stuff mattered, and for the most part the engine handled it really well. Everything was turninplace but you can give a series of move orders at 45-90 degrees to accelerate, or a order directly behind to turn in place (You could do a 180 without accelerating by keeping the move point behind the unit). This might seem unintuitive at first but it actually gives you total control over the unit, unlike currently where making a unit turn around often means it straying into turret range. Dodging projectiles where you have to really worry about your momentum and heading rather than just 'jinking' like most land raiders, moving in and out of arcs: The mechanics and interface could be improved but it was not beyond the scope of the engine.

Now units all turn and accelerate too fast to really micro like this and the demands of big 4v4 sea battles (Don't get me wrong I'm glad people actually play sea) mean we've stripped almost all of this out.

That said, Vette needs to change. IMO it was fine when the front turret couldn't shoot backwards (cutting your DPS by 50% if you retreated). We could go with that, but the model doesn't really indicate it. Alternatively we could just let it shoot through itself, there is no solid reason not to.
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12 years ago
Sak noone has disagreed about vette yet you have not done anything yet.
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12 years ago
Nobody has disagreed about torpedoes hitting hovers either here yet so i'll just go do that now too...

Forgive me for trying to discuss an implementation first.
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12 years ago
Just shooting though the model will the rear emg have more range? Because otherwise you still have micro.
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What about a more tank like assault like

http://www.sikorskyarchives.com/boat2.html

Would have a large main gun and 2 small emgs one on each side of main cannon.
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