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A new unit idea

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13 years ago
Yeah well basically this unit would function as an Anti air unit. It could function like aegis shield since it can walk this would basically be similar update for hacksaw or a new unit all together. Bear in mind that it would not be able to attack ground units like copperhead. Anyway i draw a shitty scetch in mspaint here it is. Now i don't know how to post pictures here if it even possible heh.
Uploaded with ImageShack.us

Now i know that some of you say it's another aa unit we have enought... But this unit could pack more punch than copperhead and slasher and so would bring some of that much needed air superiority against those pesky banshee masses. The turret part would be the one in hacksaw if you didn't get it and the chassis could be that of a flash, might need some modification to make it more sturdy and slighty heavier. Obviously i can't do anything like provide a model or textures, i tried 3ds max ones... it didn't end up well...
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13 years ago
okey the link didn't work here's another http://imageshack.us/photo/my-images/220/flashaaa.png/ would remove the other one but you can't edit posts
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Skasi
13 years ago
Light vehicle factory does currently not have a dedicated anti-air unit, although that's also something good - adding to strategy. I assume when you say "Bear in mind that it would not be able to attack ground units like copperhead." you talk about an older suggestion?

Right now there is ten mobile anti air units - eight of them for shooting air units only and five static ones. I'd rather see these improved than a new unit, same as the others. Anti air units lack variety, they need to be more unique I think.
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13 years ago
Well i was thinking about this for hvy vehicle factory or might be more unique as a morph for hacksaw.

What comes is that this is the first time i'm even checking the zk forums so no i'm not talking about an older suggestion.
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Skasi
13 years ago
Um, did you mean "It wont be able to shoot ground just like the Copperhead." or "It wont be able to shoot ground as opposed to the Copperhead."? I think I have mistaken that sentence for the first meaning. There's been a thread suggesting that Copperhead should be an anti-ground unit or something, that's why. Anyway.
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13 years ago
fail.
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13 years ago
Why is Aegis morphable to Aspis, but the flak can't morph into copperhead?
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Skasi
13 years ago
Because the flak structure is buildable on water. Simple as that. :)
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13 years ago
I have an idea - a giant spider walker. Bigger than Jugglenaut.
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13 years ago
Than let it only morph if build on land!

The same with Aegis and Sneaky Pete ^^
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13 years ago
> Why is Aegis morphable to Aspis, but the flak can't morph into copperhead?
Because Cloakers and Shields are a non-combat support unit and it is interesting if they can be accessed by all factories. As in they don't deal damage and support and area. These 2 units aren't really suppose to be buildable from a factory imo.

AA has a fair bit of room for deviation so there can be a different type for each factory, a morph from Copperhead is not required and if it was added mobile flak may become generic AA. It is similar to a stardust -> warrior morph in that by opening a few combat units from various factories the meaning of a set of units diluted.
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13 years ago
There is a model in one of bobthedino's old games which looks like this, so there is no problem on that front, if we -wanted- to add it. The real question here though is 'Does vehicle still need an AA unit?'. As for Skasi's comment, its not actually a huge strategic decision here. If you ever need mobile AA you just make a second factory, the only time it really matters is when someone starts air against vehicle- which is a blind pick, and not really strategic.

Personally, i think the AA units are fairly boring. Making them morphable support units is actually something I've proposed before. Static flak, at least, being generic AA is actually what you designed it as, Google.

So, two questions: Does vehicle need AA? Do we want a mid-sized mobile AA accessible to all factories? (though these can both be solutions to the first problem).
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13 years ago
Imho vehicle still needs AA.

>These 2 units aren't really suppose to be buildable from a factory imo.
Building a factory each around cloaker and shield was your idea. -_-

It is pretty pointless to have them buildable in factory though when you can make and morph them on the front line in usually less time.
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13 years ago
>It is pretty pointless to have them buildable in factory though when you can make and morph them on the front line in usually less time.

Indeed. And static structure + morph is a lot cheaper than building a factory and then making the mobile shield/cloaker.
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13 years ago
>>These 2 units aren't really suppose to be buildable from a factory imo.
>Building a factory each around cloaker and shield was your idea. -_-
It was building factories to have some cloak or shield related abilities. Someone then decided that since a few units have personal cloak/shielding the factory should be able to build the area one. Don't ask me how that makes sense.
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13 years ago
I like it that both cloaky and shield fac have their mobile areacloak and shield respectively. If any facs should have them, it's those.

If the statics couldn't morph to mobile ones, it would increase the unique feel of cloaky & shieldbots, because they'd be the only ones with the ability. If your plan included having an areacloaker, then you'd have to start with, or switch to, cloakybots.

I think the game is more fun when having a factory of one type isn't enough.
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13 years ago
We've discussed moving the cloak and shield to being factory-exclusive, and honestly i still think it is a good idea. This would give factories more of a faction-like flavour, with only a spherebot player being able to cloak his fusions, and only a shieldbot player being able to invade with giant shielded balls of units.

The problem with this is that its relatively easy, especially late game when these things become good, to just build a second factory and make the units. We could further increase factory cost to offset this, or increase cloaker/shield costs so they are really substantial unit choice instead of spammed (I want to do this anyway, frankly). But yeah, that would mean fairly significant changes.
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13 years ago
Yes, those would be significant changes. But making the static shield and cloaker non-morphable would be a simple thing to do.

And I don't think the mobile shield and cloaker would be a trivial thing to get, in a hectic game. The first mobile would cost a 1000, 500 from the fac and 500 from the unit.
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13 years ago
I think we should remove all labs and only leave one lab for each type of unit:
  • air
  • gunships
  • hover
  • land
  • water
  • sub

to build specific types of units like shielded or cloacked units you need a upgrade for this type of units.

If a lab costs about 500 and this upgrade is a gift for your first lab - about 500 extra, you could build the most basic units able to build on this layer, but the special units only if you build this extention.

It would make a more single point of failure if your lab get destroyed.
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13 years ago
Ionstorm, isn't building a second factory of a different kind, like it's now, almost the same as the upgrade system you're proposing?
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