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Reclaim-Trucks

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13 years ago
It would be really nice if there are some trucks with 12m/s + extended range who are only able to reclaim wrecks and debris, but only cost 100 metal.

Do you like this idea?
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13 years ago
The puppy is basically an offensive/reclaim unit. More units like this, particularly a unit that uses reclaimed metal to build a shield or shoots it as projectiles would be interesting. Res should probably have a better implimention too.

If there was any factory that was particularly rubbish at reclaiming (very slow cons, say), an offensive unit that could also reclaim might be called for, but that is a gap that doesnt need filling.

The main reason not to add just a 'reclaim truck' this is that it goes against one of our design goals. We slowed down reclaim speeds a lot quite some time ago, to ensure that you take time to secure wreck fields, that they become a dynamic resource to fight over. This is much better than just ninja'ing reclaim with air constructors.

A part of this was a consequence of greatly increasing the survivability of wrecks, so they arent destroyed as easily- this creates a more interesting and shifting battlefield with obstacles and such, but it also greatly increases the amount of metal available from reclaim (which we also cut). Wrecks can also not be destroyed entirely, debris (25%) is the lowest form, even if you nuke them.
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13 years ago
I agree with Sak with the design goals of reclaim. We don't want reclaim to disappear too fast as it creates a dynamic resource to fight over.

Puppy reclaim is really inefficient. A Puppy costs 50m normally but takes 75m to produce from wrecks, units can be reclaimed for 50% of their value. That means that for every 75m you take from the field with a Puppy you could only get a 25m return when the Puppy is reclaimed, 33% efficiency.

Also Sak got the reclaim numbers wrong. Debris are 20% unit value (wrecks are 40%).
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13 years ago
But it is confusing that necros can get 100% metal back - and can be cloacked while doing this.

I agree with this design goals, but I think at mobile and specialized nanos who are able to replace a epic-build-range support commander.

^^ it was another desing idea that each com should be replaceable with different units.
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13 years ago
Epic build range commander is epically expensive for what you get; what you are proposing sounds like a cheaper way to get reclaim.

Necros should probably uncloak when rezzing but that requires code.
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13 years ago
epic build range commander not only reclaims it heals, can rez too so it not so expensive for what u get ;)
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13 years ago
Each 200 metal module provides 6 build power, and the rez module itself costs 250.

Compare that to a necro which costs 130 metal for 6 build power, and no additional cost to rez. You are generally better off with 10 necro than 1 super build com.

(Which is pretty much exactly how it is supposed to be.)

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13 years ago
you are ignoring the uberrange
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13 years ago
I was thinking about implementing transportable wrecks for my own mod.
What do you think about such idea?
I mean air transports able to load and unload wrecks or even dropping them at enemy for some damage.
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13 years ago
I'd rather do something about supcomm uberrange.
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13 years ago
>I'd rather do something about supcomm uberrange.
Ditto.
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13 years ago
Transportable wrecks are like a epic rez range...
-> I think it should be possible - so that coms are not as op as they are now.

And in your calculation with the 10 necros you forgot that if they are NOT amphibious like your com.

We really need amphibious and All Terrain rez !!!
-> This commaders are a little bit like AT because they have enough range to rez it while standing on the bottom of a hill or something else.

It shouldn't be possible to build anything faster than it can be destroyed at a save range, but for chicken eggs games we need this long reclaim range.

Maybe we should add different nano towers - one of it cost about 2k metal and really have a epic range.

Than we need units who cost about 2.5k metal and have a medium range 100 m/s build ability.
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