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Underwater/amphibious factory

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13 years ago
Well, I've had it in my mind for a long time that there's still one method of mobility Zero-K hasn't exlored, and that is amphibious (underwater-style, the way the commander moves in the sea).

I'd just like to put the idea out here, and hear people's and devs' comments.

Thoughts:

-The factory would bring more variety to the sea unit/factory selection.
-Some or all of the units would have to be bots, or even all-terrain or jump, since the edges of seas are often steep.
-The units would need to be desirable on land-only maps as well, like the hovers are (mostly because of penetrator). So there probably should be at least one great unit in the factory, that'd be tempting on land-only.

Feel free to support, criticize, and comment.
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13 years ago
That's a pretty cool idea actually, a cloaked suicide unit that walks underwater would make my day. And a Sonor Jammer unit.

I'm not to sure to on making them too useful for on land, we already have a lot of land troops so in my opinion they should be more focussed on sea tasks because we don't have a lot of sea factories. Perhaps only making some units useful on land, but not making it a fully compatible land factory. For example not having a good AA unit but a very weak one (Shooting AA rockets from the sea bottom would be silly anyway).

A sumo like unit that slowly walks through the sea would be a cool addition too, but should probably be balanced to be a bit slower on land then normal sumo's/more expensive to avoid replacing sumo's.

I think it's a great idea, but it shouldn't interfere with land combat too much, but focus on the ability to assault from the sea with stuff like Underwater assault walkers, Suicide cloaked bombs, long range rocket launchers.
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13 years ago
sprang: do you remember CA? it had the exact same thing you're talking about. amphib jumping pyros, cans (old jacks), gimps, etc.

with one faction though, its hard to make units that are meaningfully unique, eg. an amphibious sumo is just a duplicate with the ability to walk underwater. units that are almost identical are redundant. Redundant units are bad. with a whole nother factory for amphibs, its hard not to make an amphib unit that is not just an underwater version of some other unit.

However, I wouldn't mind a special amphibious unit in each factory, to counteract the complete unability to re-take the sea if you've lost it.
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13 years ago
Im mostly unhappy with current hovers.. they just dont feel right..
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13 years ago
Pinguinpanic:

An underwater suicide unit would surely be fun. My gut feeling is that a sonar jammer would be massively OP though.

Your idea about not having AA/only having weak AA is a viable one. It's logical that underwater units don't need to care a lot about air. That'd also give the factory a special weakness, to offset the strength of amphibiousness.

maackey:

I don't remember CA having these amphibious units, at least in 2008 when I played it. But that might well be where I got the idea!

Licho:

Hovers feel a bit bland currently, except for Penetrator. But they fill their job well, as a secondary sea factory.


I don't think the factory would have to contain redundant units, like the underwater sumo. There are plenty of possibilities, and good ideas have been thrown even in this thread.

-An amphibious kamikaze unit.
-An underwater rocket launcher, able to bombard land.
-A jumping underwater unit, maybe armed with a shotgun, so you could jump with them to the water surface and shoot once. With them, you could make surprising land attacks from unconventional angles.
-A weak but fast amphibious scout.

Also, there could be a unit that'd be capable of shooting hovers, for example some unit using underwater gauss. However, in that case, hovers would probably need a unit capable of shooting subs, for balance reasons.
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13 years ago
To be honest, looking back on the idea I think the factory would be kind of redundant, perhaps shaking up the hovercraft a bit would be a better idea. I'm not really feeling any of the units (Then again I don't have that much experience so I might just be missing out). The Penetrator is a great unit however, but I feel like the rest is just like "Oh we need a Skirmisher, Raider, AA, Riot and Assault unit on this just like all other factories", while in most factories the units stand out more in my opinion.

FIrankSprang, all these units are pretty much already present
-An underwater rocket launcher, able to bombard land.
-A jumping underwater unit, maybe armed with a shotgun, so you could jump with them to the water surface and shoot once. With them, you could make surprising land attacks from unconventional angles.

These two are pretty much the penetrator, bombarding land (It has a pretty good range, outranging turrets) and attacking from unconventional angles (The sea)

-A weak but fast amphibious scout.

Scrubber

There's no amphibious suicide unit though, actually there isn't even a water suicide unit. So perhaps that might be added?

I was thinking something along the lines of, something that creates an implosion, which is more powerfull underwater then on land (Under water it sucks away a lot of water causing ships to go underwater and sink? Something like that :P) and above ground just pulling units towards it and doing damage, but less versus buildings since they are placed sturdy. I'm not that sure on nerfing the land explosion to bad though because that might defeat the purpose a bit. Something that looks like a turtle a bit would perhaps be cool? We could perhaps expand on the turtle idea by giving it a lot of HP. Perhaps instead of really walking over the ocean floor it could instead swim at about the height of a sub.

Just spurting random ideas.
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13 years ago
We explored underwater things but they didn't work out. They interact with sea far less than hovercraft and have less diversity in the interaction.

When you make an underwater unit that can shoot at things in the sea there is one important question: Does it beat the basic submarine? I would think it shouldn't because if it beats subs then the unit is a replacement for subs. A unit that picks off ships without sub coverage is still a bit of a duplicate role though so the amphib units must derive some power from being able to walk on land.

There is also little room for multiple combat amphibs due to very tight underwater lineup for other labs. Here is the list of units that can hit amphibs:
  • Sub
  • Long ranged Sun
  • Torp Boat
  • Destroyer
  • The torpedo launching turret
  • Prec bomber
Fighting an amphbious factory with sea looks like it could be a bit boring as Torp boat will have to beat all amphibious units.

Non-combat amphibs (aka things that can just go underwater, not fire there) cannot just consist of a single unit type like they did in TA (eg Triton) due to the ways they could be countered. A unit that could deal with gunships, bombers and swarmers and still have enough HP and speed to be useful in an assault is a unit that is too good at far too many things. So to have useful non-combat amphibs we would need an entire factory of them.

I have an alternate solution to non-combat amphibs, amphibious troop transport. Basically give the Athena the ability to build a costly (2kish) and high health amphibious transport that can hold many units. This would allow people to attack coastlines with any unit combination they want.

Sea in general is already quite complex and there are 4 factories; Sea, Hover, Gunships and Planes. The main sea factory is by far the most complex with the addition of the submarine layer so I think sea is already doing fairly well as far as complexity is concerned.

I don't think most hovercraft are bland. Mace is quite a powerful riot/skirm and the assault hovercraft can be used well to penetrate lines and attack vulnerable stuff. It's raider is a bit poor though.
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13 years ago
Oops, that was slightly rambley so I'll sum up.

Hovers are ok.

Amphibs that can shoot torpedoes would overlap too much with the role of the basic submarine. Also there are few distinct roles for such units so they could not fill a factory.

Amphibs which cannot shoot would need to have a diverse unit set or else they would be countered at landfall. I propose a general purpose troop carrier instead.

Although it just occurred to me that if the sea factory is a bit overcrowded we could split the subs off to a different factory and then place a few amphib units in the sub factory as well as a kamikaze sub.
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13 years ago
What to do about amphibious units has been discussed for years. I'll go through the proposals we've tried and how they turned out:

On the problem of amphibious units very broadly, they are countered by just a handful of units while underwater, namely torpedoes and subs. They do not interact with hovercraft at all. This makes the dynamic very clunky, and they become like 'another kind of air' (with much less stuff that shoots them), needing dedicated weapons to fight, especially when you mix them with hovers which cannot be shot by torpedoes at all. It is slightly more interesting on some maps because at least amphs can surface, and potentially shoot their torpedo-armed enemies with impunity, but a lot of maps have very large bodies of uninterrupted water to fight in. Some solutions to this might include letting torpedoes hit hovers, and/or adding more underwater-firing weapons. Now, to implimentations

Amphibious units in each factory- This means that every factory can do something in the water, but that if you are on a mostly water map, you cant really field these units. You wont make a factory just for 1-2 amphib units, when you can make hovercraft, planes, gunships, or ships.

Amphibious units in their own factory. We can either make this factory also good on land, in which case it is all you make on mixed maps, or only good on water, in which case it is totally redundant in 90% of games (like ships are already). On the other hand, since hovers are good on land and water, they are actually often all you make on heavily mixed maps, so a second factory like this would probably just add variety. It does entail inventing a whole new unit set (This isn't so hard- reintroducing units from BA, XTA or CA, not to mention all the new ideas) which is going to take a lot of time to design, balance and get feeling right.

Amphibious units as AT/jump. We tried this for a time, with the Can and AA spider having underwater firing capacity. The problem with the can was that its short range meant in deep water it couldnt hit anything, and its huge hp meant it took ages to kill. The other problem is that for mappers when they design, cliff + water = unpassable. So it makes a lot of areas passable that arent meant to be. A sea is meant to have more and less defensible shores, bot slope is better for amphs.

Amphibious units as Spherebot/mbot. These are incredibly strong, powerful factories. By making them amphibious, we completely change the dynamic of a lot of maps, things like bandits and ak's raiding across the water in SSB or scorpio, or outlaws and warriors rising out of the water right on top of your defenses. It makes fronts much larger and harder to defend. To try and rebalance for their amphibious ability after they have already been balanced for land would undo a lot of work and screw up their major role, land-land combat. I honestly think this implementation had promise but there was a lot of backlash and it got reverted.

Hovers and Amphs in the same factory. This was the implementation we had before we switched to ZK. It solves the issue of 'sub and torpedoes counter the whole factory' and 'how can we make a full factory from amphibious units'. This was before we canabalized the interesting units from arm veh and tank and put them in the hover factory, back when hover was pretty boring with just assault, raider and arty. If we want, since hover currently has the least units and the least special units, we could add a couple of amph units to the factory. This would be the easiest solution, but somewhat unsatisfying, because it doesnt add any new factories to the sea-sea lineup.

The main reason we havent done anything more with amphs is the last implementation (mbot as amph) was bad enough that we scrapped it entirely, and the old implimentation (combined amph+hover) used OTA unit models exclusively. Nothing more has happened on that front because people still dont seem happy with sea (ships + hovers, let alone adding more units) and Zero-K is basically in a balance and gameplay freeze at the moment while we work on other things.
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13 years ago
Have you tried sea recently Sak? It seems to be working reasonably well although Prec bomber still needs to gain homing.
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13 years ago
I've tried the current implementation, obviously, though maybe the metagame has evolved. I'll start a new thread about sea and what I think of it.

Does anyone play it 1v1? If not, then the metagame has probably barely formed. Not that it needs to 'work' on SoW but some kind of map, at laest.
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13 years ago
If we really want amphibious capacities at ZK:

1. make the torpedo launcher amphibious.
2. make the water con amphibious
3. buff the destroyer range
4. add a light shield to the torpedo boat and decrease the range
5. add a long range sniper torpedo launcher turret like Annihilator against pene
6. add more sub buildings like make mexes and tidals sub.
7. make Gunship and Air lab water and water lab sub, but building on water surface.
8. add a sub sonar unit - or replace the destroyer with a surface switching one
9. add surface switching hovers who can't attack from underwater but is attackable by torpedos while it is under water.
=> 9. I remember some problems with Air units are shot by AA while being landed

This are the most important things for me.

Water is easier to defend while there are no shields and cloacked units - we just need long range sonars.

There are also some issues with the LOS affected by seabed.
=> I hope this is fixed soon so that radars don't have blind water surfaces within range if you build it over a seabed level hole.
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13 years ago
Hovers...they're ugly. And they need a spam unit, like flea or glaive.
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13 years ago
I kind of like the way amphibious units work in BA, namely amphibious units cannot attack sea units and are confined to using the seabed as a mean to circumvent land-based defenses. Translating them to a lab would mean they're essentially glass cannons, similar to some extent to spiders. They also need diversity to provide some reason to use them even if they're not the optimal lab (think penetrators or tremmors, which are often the reason people get their respective labs.)

Now, since bots and tanks are capable of moving trough and firing from shallow water, the same should be true for amphibious units, giving them the ability to travel trough the seas and attack once they reach shalow waters. With this in mind, I'd propose the following lineup:


-Cicade mobile mine: The cicade is a deployable medium mine that can both be used on land and at sea. Unlike normal walking bombs, the cicade needs to arm itself, which takes 5 seconds, after which it changes into a stealthed, immobile mine. It cannot be turned back.
-Mantis drone carrier: The mantis is a submergible drone carrier, carrying up to 3 drones that carry a single dumbfire missile similar to that of the rocko, but with shorter range. Due to the low armor of both the Mantis and it's drone, they are most usefull for raiding or light artillery support. The drones have to rearm at the Mantis after launching their missile.
-Antloin ambush walker: The antloin is a light, fast unit carrying a very short range variant of the Penetrator's particle cannon. The Antloin is desinged to do hit-and-run attacks on valuable targets but lacks the armor or damage potential to act as a front-line unit.
-Beetle heavy troop carrier: The Beetle is a heavy amphibious troop carrier capable of carying up to 3 medium units. The beetle is heavely armored and has an internal repair system, but is otherwise unarmed.
-Bumblebee mobile sensor system: The Bumblebee is an amphibious radar/sonar walker that can switch between a submerged system for stealth operations and transport and an immobile, low-flying (like the krow) variant for more accurate readings.
-Termite riot/assault walker: The Termite is a riot/assault walker spotting a short-range napalm launcher that can be used to set the ground around the Tremite on fire.
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13 years ago
We can add a water Skuttle without cloak - it would work fine against unprotected warlords and can't be detected by usually low range sonars.

I would call it "Blowfish" :)
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13 years ago
I still think that one of the stock labs should be given OTA-style super-slow-amphibiousness (like the shieldbots) and then the true amphib lab could be for units that actually have some kind of special power underwater. Like a Gimp-style unit (armed underwater) and a blockade-runner (nigh-indestructable-but-unarmed-underwater) and a Acguy-style unit (moves superfast underwater).
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13 years ago
Revision: Tank lab should be the existing lab converted to amphibiousness, in addition to a new lab with amphibious bots. It's kind of the odd lab out right now. The amphib lab should be a lightweight lab like the Veh or the two infantry labs, with the idea being that you use the pure-amphib lab to make the beach ready for your tanks. Getting a Goli up onto a beach would be hard but rewarding.
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13 years ago
What's about two kinds of amphibious units?

* One amphibious unit per lab ( slow movement while under water )
* Amphibious units from Amph lab ( slow movement while on land )

Because water have a high density it is harder to move and the units are affected by tidal forces.

Real amphibious units are flat like a saucer or a fish, but have only a small volume inside the armour and need 2 different engines.
That means that they are weak at the coasts.
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13 years ago
Tanks can't be amphib. Most maps are made with the assumption that amphibs have bot pathing, this works for BA because their amphib tanks actually do have bot pathing. But I like consistent visual cues.

Shields as amph was tried and didn't really work, see previous comment about just a method of transport.

My current thinking with amphib:

I would consider splitting the submarines into a separate sea factory (it's a bit crowded) and putting a few amphib units in this factory as well. Subs could gain something like a lighter sub, maybe kamakaze? Amphibs would probably consist of a unit with torps and a strong transport.

Sea would need quite a bit of work to make that work though. Splitting the subs into another lab would further accentuate the per factory counters in sea and increase the amount of teamwork required to play sea. Basically an even larger learning curve.
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13 years ago
GoogleFrog, I definitely like this concept of subs + amphs being a different fac. But there's the issue Saktoth mentioned - that torpedo boats would counter the whole factory. What do you think of this?

Oh and btw, thanks for the epic historique of amphibs, Saktoth. Looks like you've really tried all kinds of stuff!

In the wild ideas department, if there was a factory with amphibs+subs, it'd be incredibly cool if it could move very slowly on treads like a vehicle. In this way, you could retake a sub-infested sea by first spamming torpedo-equipped amphibs from land to the sea, then moving the fac underwater to produce subs. :)
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