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More units in Zero-K

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Budded off from the discussion here: http://zero-k.info/Forum/Thread/19887?page=1#141597

Basically, it is about how many more units Zero-K can support, in terms of current factory lineups and even adding more factories. Whether there are even enough fresh ideas to add more to the game and whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity).

quote:
PLrankOrfelius Honestly? I don't see a good theme or even name for another factory that could be added. But perhaps you are *the designer* of Zero-K after all and thus you are always going to have at least some influence over the things that happen here despite you thinking otherwise.

I'm really not going to try to exercise a design mandate when I'm so out of the dev cycle right now (Don't even have git set up). Google is incredibly talented, very competent and I have a lot of faith in him.

But you want factory ideas? Just off the top of my head: Levitation platforms. We have two veh and three bots, so this is like a second hovercraft. This is how I would implement hover if I did it from scratch, but hover has it's own identity now. Instead of turning, levitation platforms have momentum like gunships, and have no 'facing'. However, they all have turrets that take time to turn to their location in fixed-world space, that is independent of their direction of movement. Many can be 'deployed' with "D" into a static unit with new abilities.

Constructor
A medium weight constructor
Deploy to gain additional build radius and build power.

Scout
50m, fast unarmed scout with decent HP. When it dies, spawns 3 mines which shoot a single laser blast for 150 damage each.
When deployed, gains radar range and periodically places mines around it.

Raider
Fast with a low range rocket. Mostly for raiding mexes and bursting out slower units, but can launch rockets back at units that pursue.
Deploy's into 90 degree turret with +400 range for hitting LLT's or light bombardment

Heavy Raider
A short ranged laser with a vampiric effect, causing it to leach a portion of the HP it damages.
Rather than deploying, D causes it to double it's speed, but lose much of it's maneuverability.

Riot
A fastish unit that shoots a damaging but brief blackhole, causing units to stutter and cluster up.
Deploy into a 180 degree turret with a larger AoE, longer duration and no damage. Can allow slower projectiles rocket raider in either mode to hit approaching targets, or cluster units up for other undeployed riots.

Assault
A beefy ravager-like fast assault, which shoots a starlight-like laser which slowly tracks it's target. Since turrets have global facing, stopping or keeping a moving target at the same angle decreases tracking time.
Deploy grants a considerable HP bonus, but decreases turret turn rate.

Skirmisher
Lobs plasma projectiles at skirmisher range (We have no plasma skirmisher!)
Deploy to cause it to float upwards, gaining extra ballistic range, and making it harder to hit by other weapons (Like a Skydust).

Artillery
Shoots slow, homing missiles, a bit slower than a Janus which can be outrun.
Deploy: 90 degree arc and additional range, but adds a minimum range.

Anti-Heavy
A fast, burrowing armoured crawling blackhole bomb with a long duration.
Deploy causes it to generate a constant blackhole field.


The concept of the factory is that movement is momentum based, so they can build up a lot of speed in one direction, but take time to slow down and move the other direction, but without having to turn. With no movement 'facing', this lets turrets aim in global space rather than relative to the facing, so you have to be conscious of where your arcs are pointed, and you can be flanked. They use various lock-down blackhole abilities to allow their turrets time to draw a bead and some of their slower projectiles to hit mobiles, as well as letting AoE wreak havoc. The deploy modes allow them to set up static firebases and assault positions, but limits their arcs and makes them even easier to flank, so they have to use blackholes, mines and their range to excercise spatial control and lure the enemy into traps.

So all of this is drawing on a lot of ideas I've had for a long time, but I prettymuch came up with this off the top of my head. I'm not advocating or even proposing that this factory actually be implemented, but there is way more space in the game for things we've never done, from speed-boost abilitieslike the old Zipper to transformer modes to height-changing units to vampiric weapons etc etc etc.
+5 / -0
When we were discussing the DotA/LoL hero variety, the analogy i wanted to draw with RTS is that many heroes are more similar not to different units, but to alternative loadouts of just one unit.

So for example the vehicle factory has ravager in the "assault" slot in the default loadout.

But instead, you can load Stumpy, which is a bit lighter but otherwise (range, RoF, shot mechanics) similar.
Or Derpager, which has 10% longer reload time, but adds 10% slow damage on top of real damage.
There are also alternative skins available in the cash shop, with snow, urban, jungle and forest camo skins.
Oh and for some extra cash, you can buy "OTA Legacy" alternative models for Stumpy and Ravager. These dont affect the stats.
+1 / -0
Burrowers. They have spider-like AT but move very, very slowly over rough terrain. However, many of them deform the terrain as they move, creating new slopes and paths as more and more of them move around the map, to speed up traversal and allow even other factories new paths just by forging their own. They have a variety of terraforming attacks as their primary disables, paying a price to lock units down pits or up spires, from which they can themselves perch for range or lurk inside. They also have impulse attacks, to knock units off spires for damage or into their pits. They use melee weapons, dragging units into range with impulse or hiding down pits to ambush them, or chewing on enemies as they're knocked into pits and immobilized.

Practically speaking, there would probably have to be more flexible and intuitive options for dealing with terraform and impulse fall/collision damage would probably have to be reduced for this factory to really work.

RUrankYogzototh
Frankly, I think a stumpy with slow damage is actually interesting enough if added to, say, hover. It's slightly different but in an interesting enough way, and unlocks all the other units in the factory by having this dependable assault choice. Halberd was meant to be the Stumpy (Has many of the same stats) but with it's niche quirky armour, it was an unstoppable monospam god when it had a reasonable speed projectile, and having it unable to work as a mainline assault unit comparable to ravager hurts the viability of Hover as a whole. Though I still believe in "Insane" units too, and think if something were added which could keep pace with Halberd and protect them properly from Scorchers, that would be even more interesting.
+0 / -0

9 years ago
We have three bot-ish labs, I think the game could support a second spider or hover or amphib lab. Or a vehicle-lab but with long-ranged non-combat teleportation powers, so they can be used on island maps. Basically works like long-range jump except the unit can't be intercepted and is immobile on departure/arrival.
+0 / -0
RUrankYogzototh: Sounds kind of like the replacement vehicles from the second Company of Heroes expansion (I forget the name, Tales of Valor maybe?). Never did convince me as a good idea, but then some of the replacements there were quite dramatic.

quote:
whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity).

I'd be very careful in saying exactly what is meant here. I'm inclined to think that smaller factory lineups make it easier to avoid including units which hinder factory identity.

Shieldfac has the advantage that as themes go not all of its units have to have shields (so Bandit and Rogue get away with being largely generic). Dirtbag is only very tenuously related to the shield theme but works so well in terms of gameplay with the rest of the fac that it's fine. Racketeer works fairly well in tandem with shields kind of. Roach doesn't really fit with shields much at all but it has to go somewhere and the mirror relationship with Cloakyfac gets it over the line.

All three of these are "peripheral" units too, they don't make up the main body of your Shield factory army. (Dirtbag flooding aside.)

Compare to Hover or Amph, in which all of their units have to have the "gimmick" of aquatic movement. (Incidentally, I have toyed with the idea of an Amph which swims on the surface and is stationary while healing underwater, or a Hover which can dive under water temporarily, to mix this up some and round out the factories' options. As a concept it's pretty out there though.)

+0 / -0

9 years ago
btw, I think we can play more with aura attack units (e.g. Outlaw)

Think of a similar unit/turret that does Disarm/EMP/Fire damage but hits friendlies as well.
+2 / -0

9 years ago
I'd just love the burrower as a strider, for handling late-game terra. A big kamikaze/terraform assault unit to open up the porc-wall.
+2 / -0

9 years ago
On a related note, what is the identity of Hover/Amph/Spider besides their movement class? Do they even have one explicitly?

My first approximation for Amph would be "slow, tanky and fairly general", and for Hover would be "flimsy and overspecialised, but in their comfort zone they're disgustingly good". Can't think of one for Spider beyond "abuse Venom and Crabe".
+0 / -0
Let the neonstorm begin!

The most important question have not been unanswered here though: how would burrow actually work.
In SC 2 burrow is basically a variation of cloaking where units slow down so how would you deal with detection of the burrowers?
+1 / -0
@aquanim

Spider: static deployment, cloaking, and stun. Could use a little refinement there.

Hovers: speed, like LV. Also energy weapons and slow homing missiles.

Amphibs sadly had their weight theme neutered over time. Still a bit tanky and slow. Amphibs mechanics are so complex (regen, surfacing, etc) that it really is a theme of its own.
+0 / -0

9 years ago
I've always felt like Spiders stand out as especially fragile and slow in addition to their all terrain capabilities. Crabe is an exception with situational tankiness and Flea with speed, but other than that fragility and lack of level ground speed characterise them pretty well.
+0 / -0
quote:
Shieldfac has the advantage that as themes go not all of its units have to have shields (so Bandit and Rogue get away with being largely generic). Dirtbag is only very tenuously related to the shield theme but works so well in terms of gameplay with the rest of the fac that it's fine. Racketeer works fairly well in tandem with shields kind of. Roach doesn't really fit with shields much at all but it has to go somewhere and the mirror relationship with Cloakyfac gets it over the line.
Bandit and Rogue actually suit the factory perfectly. Bandit has extra range, allowing it to hide under shields. Rogue has an arc, allowing it to shoot over Thugs and obstacles. Dirtbag is verymuch a shield unit: It's a meatshield, Rogues can shoot over it and Outlaws right through it, dead or alive. Roach itself is great for hiding under shields (I imagined them hiding under shields lategame in precisely the way people use them under cloakfields now: Sadly the cloakfield is just better for this), and if you don't remember the glory days of roach/dirtbag raiding, it let you skip bandits and take out llts, comms and whole bases by hiding your roaches behind dirtbags. You can actually play a roach-dirtbag-rogue composition and never use any shields or bandits, but roach-dirtbag is only barely viable at best as a primary raider/riot/assault compo, and it's hard to compete with thuglaw bandit for reliability.

Frankly, I'm not happy unless every factory has more than one composition like this: You can start Dart into Slashers into leveler/slasher push, adding Imapler for heavy turrets, and totally skip Scorchers and Ravagers in Veh if you like. In fact this was standard vs hovers when Daggers wrecked Scorchers and slashers were OP and mandatory vs them. The huge number of Slashers you needed to defend yourself made Ravagers unnecessary when it came time to push their defenses.

CArankPxtl prettymuch nailed it on factory identity.

Hover is speed and precision weapons (little AoE and even their arty and skirm is accurate). Halberd is the exception but it's virtually melee. It's meant to take the Arm vehicle role, and serve as a full, fleshed out second Flatmap factory with a focus on speed over HP.

Amph is meant to be slow speed, high weight, snowbally comps (Think Duck, Bouy, Brizzly, they all stack up and snowball), so that for pure-land maps, the speed makes them most viable on 8x8 and lower. They're very range focused, thus the Archer as their riot to keep units at bay. This is why they have the teleporter for larger maps, because they need it the most (Instead, they tend to use gunship transports: So the design is working, but inter-factory, which is fine). Ultimately though high weight and slow made Duck too bad, but I still think that unit needs more beating with the design stick until Archer is used.

Spider was meant to be focused on EMP, intel, and hit-and-fade attacks, but Spy is IMO not what it should be. Cloak is NOT one of it's features, that's cloakfac! I wanted spy to burrow like flea instead (static cloak), but it was hard to achieve the units goals then and it was at the time the exemplar anti-heavy. Zeus and Tick were both slated for this factory as EMP options, but tick overlaps with Venom and Cloak needed heavy units. Fleas achieve the hit and run and intel goals, as do Recluse. Recluse used to be the powerhouse of the factory, and the goal was to hit from range and retreat behind a barrier, either of terrain or a wall of EMP from Venoms. They were THE skirmisher factory. It's also meant to control territory from mountains, beyond just being able to move across terrain it's meant to also be able to take advantage of sitting on perches, which the Crabe exemplifies and the Hermit and Recluse embody somewhat too.
+0 / -0
9 years ago
It makes no sense for an artillery unit to have homing missiles, no? Also, skirmisher could just turn into arty upon deployment, so you would need one unit less in the factory. Not sure if satisfactory unit AI can be made to choose to deploy or not...
+0 / -0

9 years ago
Almost all artillery weapons are avoided by moving after the projectile is fired and thus confusing the prediction. This artillery still requires you to move, but you have to move out of range of it so the projectile expires. In this way, it creates zones of control to cover vulnerable flanks. The projectile is also slow enough that raiders can just outwalk it, even if they stay in range. It's not nearly as strong undeployed, and is meant to be used mostly in deployed mode, where it gains a limited arc and minimum range: Rush through (or around) it's zone of control and you can still beat it in the face, but there might be mines, black holes or deployed platforms waiting there for you to close range with them.
+0 / -0

9 years ago
I like the concept of a factory consisting of units based on lack of face direction and emphasis on using momentum.

However I'm not a fan of all those deployment options. IMO Zero-K is already way too static with all the turretspam and I feel like if new units would be added I'd like them to reward being mobile instead of rewarding sitting in one place and synergising even more with slow porc creep.
+0 / -0
9 years ago
I would rather see turrets removed in favor of this new factory to be frank. They feel more interesting and engaging than defender spams.
+3 / -0
It's illustrative, both of a theme (beyond the weird new movement type, which is theme enough) and of new things you can do that are trade-offs rather than APM sinks. It's meant to allow them to be fast for large maps, but without the crash-through style of Veh and Hover: More siege, assault and zone control like shieldbots are. When Hover were a non-pick factory, we considered making them ALL slow down to fire as a factory theme, so they could be meaningfully faster than vehicles without being any more the kiting-monsters that they already are. It was ultimately decided among other things that having to holdfire to run away was kludgey, compared to the very simple Slasher behavior of 'press stop to shoot, press move to run': But I still think there is space in the game for units like this.

It illustrates a lot of other things too. We don't really use transformation states that change how a unit behaves, other than two-way static-mobile morphs. All "D" commands are one-shots rather than toggles: Toggles are cool and interesting. We don't have anything that really uses fixed arcs (Wolverine was the last real one), units, arty or turrets, mobile or fixed, and most of the units that have interestingly slow turret turn rates have had the feature muscled out of the game by aggressive unit turnspeed increases in the name of better pathing and control. We don't use minimum ranges, and we definitely don't have units that can dynamically control their own heights, other than (maybe) Shadow. We don't have sprinting, other than the fighter (Where it works superbly).

The static movement thing is just meant to really demonstrate limited arcs, a permutation of the idea introduced by the slower (but global space) turret turn rates: In this more extreme example you pick a single facing and are stuck for some time which was really interesting with s44's artillery.
+2 / -0
odd factory idea:
Zombies/Organic/Melee factory:

Raider: Fast, weak, very cheap, relatively fast attack speed

Skirmisher: Burst "gravity gun" harpoon, pulls in only, relatively low damage

Riot: Large unit with multi-hit melee swing (is this even possible in spring engine?)

Assault: Heavy Melee unit with charge D-command, which forces the unit forward and creates impulse all around it.

Artillery: Slow, shoots acid blobs

Anti-air: Slow, multiple-harpoon version of skirmisher, pointing upwards. Possibly shoots like a shotgun, hooking for example a swarm of avengers for a little bit or a single big gunship for more effect. Needs careful balancing.


Special feature besides being mostly about melee:
When made into a wreck, zombie factory units raise as a lower "tier" unit under original builder's control after not having been touched for a bit. (possibly at half health, or less, or more, depending on what balance requires)

Raider: Does not raise again
Skirm/Riot/Assault: Becomes raider
Artillery/Antiair: Becomes skirm
ultra heavy (not yet thought up): becomes riot/assault

you get the idea.
+2 / -0


9 years ago
Zombies/Organic X Burrowers = Shoggoth Factory
+0 / -0

9 years ago
quote:
Bandit has extra range, allowing it to hide under shields

except all shields are slow as hell so keeping raiders there feels like a waste (except earlygame when protecting first con)

quote:
Dirtbag is verymuch a shield unit: It's a meatshield

except stuff doesn't actually prefer targeting them, it is worse than actual shield units at real tanking, and it comes with an annoying bog-down terraform mechanic which fits spiders much more
+1 / -0
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