Loading...
  OR  Zero-K Name:    Password:   

Modular design and transformations?

34 posts, 1450 views
Post comment
Filter:    Player:  
Page of 2 (34 records)
sort
9 years ago
I realise its a lot of work but i would really like to see modular design applied to units as well so we can save our own custom templates and what is a robot game without transformers?
+0 / -0
9 years ago
Those are RPG elements, developers are trying to stay away from those i think. That is why 0K have a flat tech tree and morphing was removed.
+0 / -0
9 years ago
What you do is called "presumption" not "thought". Morphing was removed, i 'presume', because it was too inefficient due to time spent disabled and nobody used it anyway. What i mean is dynamic transformations, transformer style. Like light vehicle with high speed transforming into slow walker able to climb. Or rocket bomber transforming into sub.
+0 / -0
9 years ago
Morphing was not removed. One can still morph commanders and certain units. You can "presume" what you "think" but instead you could do some "research".

quote:
and what is a robot game without transformers?

A robot game without transformers obviously.
+4 / -0
Skasi
Design a very unique unit concept built around the morph feature from the ground up, make sure it fills a niche and that it actually has a role, not just a bunch of everything. Report back once you got anything usable. :]
+0 / -0
9 years ago
Okay here we go.
https://www.carbongames.com/airmech/home.html
A transforming commander unit able to fly to avoid ground units, land and run to avoid aa and being generally mobile from the game start and able to easily escape and rebuild early and mid game instead of slowpoke lump devouring huge metalz to become something [semi] useful.

http://en.wikipedia.org/wiki/Flying_submarine
Hruschev was one of you apparently.

And as i early said, light vehicle with legs to race plains then climb hills.
+0 / -0


9 years ago
I will assume that this thread is about transforming units instead of modular designs (based on the first and third posts). Please, nobody split the topic by talking about modular units or old morphing.

There is nothing wrong with transforming units, it is in fact an interesting idea. ZK has no real transformers but that is because modifying movetype on the fly only became possible post 91.0. Otherwise someone would have added it at some point (see Owl and burrowing chickens).

Transformations have practical issues though:
  • It is a lot of work and currently nobody is looking to do that work. Polish is much more useful in this phase of ZK.
  • All transformers should have a flying state. This is because other transformations are nothing new. A vehicle <-> spider unit is merely a fast spider with much slower hill movement. A walking ship is just a hovercraft.
  • Most factories already have a full unit lineup. Figuring out where to put the new unit would be an issue.
  • Every factory provides either land or air units. A transformer in a factory would break this divide and the balance of this would take some work.

Your transforming commander, flying sub and vehicle <-> spider ideas need fleshing out to become full designs. The commander idea is not viable, it would be able to escape or expand too rapidly. Think about where the unit would fit and what its role would be.

My suggestion for anyone who wants to do this is to make a strider level subplane. But my suggestion to anyone with anywhere near the skill to do this is to work on something more vital for now.
+2 / -0
9 years ago
"The commander idea is not viable, it would be able to escape or expand too rapidly."
Yes it is not viable because its too good. We cant allow it. Realism and simulationism are also not viable. Completely agree.
http://www.google.ru/imgres?imgurl=http://sd.keepcalm-o-matic.co.uk/i/keep-calm-i-m-with-stupid.png&imgrefurl=http://www.keepcalm-o-matic.co.uk/p/keep-calm-i-m-with-stupid/&h=700&w=600&tbnid=zkvgxDDTsU2uEM:&zoom=1&docid=FIqn53FiPLz_sM&ei=RhFHVd3vLYGcsAHW8ICIBg&tbm=isch&ved=0CDsQMygUMBQ
+0 / -0


9 years ago
Glad that you agree. It is indeed correct that an option which is too powerful would be bad for the game.
+1 / -0
9 years ago
Now let us sit and contemplate other ways of dumbing game down.
+0 / -2
Okay being a robot you dont get sarcasm my mistake.

Thing is, you can get flying com you just need 500 m and a minute of time to get airborne. Have you played Airmech? If not try it and maybe you will get how flying around dropping units spices up the game of "crawl crawl crawl pooooork".

Speaking of powerful, one certain game haves level ?? enemies and nobody whines. Because it is as it is and it wont change.
+0 / -0
I already talked about transforming commanders and modular units a long time ago. I got a lot of -1 votes from it :D

If i was able to balance the units from a already modular unit built platform( that needs coding), il probably do it . I already spent like 2-3 days tops (days in 24 hours and the total is like 72 hours) to develop newton strategy ( thats why they nerfed it cause i was exploiting it to the max) (examples are space fleas for strong instant scout, valk +skittle perfect drop, blastwing bullet that still works a bit, Krow bullet and so on).

Make me the modular units platform ( where you add and remove things fron units) and I will spend time balancing it, and of course with the help and the acceptance of admin community.
+0 / -0
9 years ago
-1 votes? I get BANS regularly and enjoy it. What doesnt croaks you makes you STRONGER.

+0 / -0
Anarchid once was talking about a submarine/scout which would be basically a combination of skeeter and snake. While submerged it would be slower and able to fire and while on the surface it would be faster and could traverse shallow waters. In my opinion it is an awesome concept but the execution would be hard if not impossible (at least at the time with 91).

Another idea that was about a transformer gunship constructor which could fly and as well as walking on the ground.

I myself had idea of modular units. There would be a single unit factory and then thanks to combination of this basic units (morphing) one could get a riot for example or an assault etc. Though honestly it is a concept for another game not for ZK since this modular units themselves don't do anything new compared to the current ones.
+0 / -0


9 years ago
I quite like how the Warlords Battlecry Undead work but the game is in an entirely different context. The economy model is different, armies fight differently etc... there were some attempts to put a similar system in with the chicken economy but it never developed.
+1 / -0
9 years ago
Tranphomring units would be too complext and would need a looooo of work, new models etc. WHat would be better is just modular weapons for all units. You want Raveger with lighting gun? Okay, just set if before if exits the factory. Pyro with assault gun? No problem ^^
+1 / -0
Skasi
[quote] A transforming commander unit able to fly to avoid ground units, land and run to avoid aa and being generally mobile from the game start and able to easily escape and rebuild early and mid game instead of slowpoke lump devouring huge metalz to become something [semi useful.[/quote]
Here you go:
+3 / -0
9 years ago
Noo Skasi why you spoil thread
+0 / -0

9 years ago
But you already have modular design!
Shield Balls are a wonderful example, you can combine any number of Felons, Outlaws, Thugs, Convicts, Racketeers, Rogues, Aspis, to get a ball with different properties, strengths and weaknesses!

The difference between one unit and multiple units is semantic, they're both just ways to win the game.
+7 / -0
quote:
Here you go
Squishy com that crawls crawls crawls then jumps once and dies to glaives or bombers anyway? Seen it.

Problem with multiple units as opposed to single modular unit is the diminishing efficiency when small units die while single big modular unit stays at full efficiency all its existence.
+0 / -0
Page of 2 (34 records)