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Proposal: remove cloaker and shield from con buildlists

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13 years ago
That way, cloaker and shield will only be buildable from their respective factories. I think it makes them more interesting because they will be more unique, and you will see the mobile versions more (I think morphing to static versions still for better cost-effectiveness is fine).

Currently I only see them used together as kind of generic porc-buff. Make porc, make both shields and cloaker over top.
+2 / -0
13 years ago
I kind of agree with you. Any yet

1: You need shields to counter come types of weak artillery
2: You need cloak to counter penetrator

I would say maybe make cloak and shield non morphable. But still allow all builder to make the static ones.
+1 / -0
13 years ago
Also, you need to get comm. points to build a shield that way. Would be worthless. Shield is a basic neccesity.
+0 / -0


13 years ago
Lucky I like how both shield and cloaker are integrated parts of the game. If you make them turn up sometimes they will need to be delegated to side roles that are mainly for lolz instead of being useful support abilities.

The other argument is that in a teamgame there is a decent chance your team will have both factories that are able to produce shields and cloakers so the tech is not really locked off. It just becomes an annoying excersise in asking potentially unresponsive allies to make and share some of them to you.
+0 / -0


13 years ago
another argument is been there did that ..
We already had it that way in the past
+0 / -0

13 years ago
If possible, link me to discussion to save time if it changes my mind (or I see too many people already disagree with me).

If by 'delegated to side roles' you mean 'used in more creative ways', then that would be awesome. I would prefer to see cloaker used to sneak armies into bases, and shields used to push assault, then just see them plopped down on porc on top of each other.

Thats what factories are for anyway. Horizontal teching. Spend resources to get certain technology that other people may not have. It could make shieldbot and cloakybot actually useful as a second lab choice.

About teammates, when I complain about communism you always say "Well just use better teamwork!" ಠ_ಠ
+0 / -0
6 years ago
I had the same idea, glad that a thread already exists ;)
+4 / -3
6 years ago
+12 / -0
6 years ago
I see Topkack's keeping with the Halloween spirit... or maybe he's just in high temperature.

After all, you know what they say. Don't post a new thread if there's already a thread on it. Or is there a statute of limitations on that? lol
+7 / -0

6 years ago
wow I upvoted people before I even saw this thread was this out of date. but it's still a sentiment I can get behind, because if you just want aspises or irises it feels bad to have to manually build and morph them in batches, and building a factory for side grading tech would be less micro intensive, and prefered if there was no cheaper option.
+1 / -0


6 years ago
I don't agree with myself as strongly as I once did. Air transports exist in their own factory, and we since added Djinn and Lobster. The question of morphing cloakers and shields was brought up when Djinn was added, since there could be a static teleporter. I stated that I did not teleportation to be that easy to obtain.

Cloakbots and Shieldbots lack a demi-strider, which is often a reason to switch to a factory. A mobile cloaker/shield would give players a additional reason to make the factories later in the game. However, I am still not so sure that I want to nerf cloakers and shields.
+1 / -0
6 years ago
Would that not be solved by giving those two factories a demi-strider instead then?
+0 / -0
6 years ago
Personally, I believe that more factories could seriously benefit from area-cloakers, or other means of giving slower, shorter-ranged riot and assault units an opportunity to close the distance to enemy skirmishers and artillery without necessarily taking too much damage in the process (such as artillery that blinds units with flash bombs, or deployable smokescreens that both blind and conceal units). Some shielding wouldn't hurt, but I consider area-cloakers to be a much higher priority of unit to get as the game drags on.

Speaking of which, what are your thoughts on Athena, which could opt to build Aspis, Iris, and Djinns for the up-front price of itself plus a strider hub (which is less than 2 factories)?
+0 / -0
Ah the old days when cloakers hide buildings. I have no idea what I was saying about weak artillery. Something must have changed.
+0 / -0