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Suggestion for special Weekend: Commanders

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commanders are a feature of zk. some dont like them, some adore them.i propose a special weekend in favor of commanders-lovers.

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make commanders buildable in the strider fac and remove all striders therefore, maybe remove also all anti-heavy special stuff like skuttles etc.


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in terms of programability, is it possible, so everybody can build only his own 5 level-1 coms in strider fac?

open for discussion.


edit: coming from the commander balance thread this could also generate data about balancing commanders
+6 / -0

10 years ago
We already agreed this is probably a good idea months ago, and have discussed it at length on at least two occassions. Nobody has taken the time to do the technical implementation.

We've discussed and basically have consensus that we want the commander buildable in the strider hub, so that it's a regular unit. It would probably be built at level 5 so that they aren't a source of free buildpower.

There might be a limit of 1 per player (In which case you have to figure out what to do with captured, transfered, /taken and ressurected comms), though it's possibly reasonable to have as many as you like too.A bunch of mech level super-constructors with sniper guns is possibly not desirable, but it might at least be interesting to see what would happen if you can make an army of comms.
+0 / -0
Skasi
10 years ago
I also demand a No-Commander weekend then!
+2 / -0


10 years ago
So you get an Athena at the start instead?
+1 / -0


10 years ago
I'd love an Athena-Start weekend. Who cares for quickplop, if your commander is the factory?
+2 / -0
Skasi
10 years ago
Doesn't have to be an Athena. Could also be a factory, cons, both, or some tactical deploying stuff simmilar to what we had in the old days.
+0 / -0
I don't want to barge in..., but in ctf mode you can deploy coms during match (and change type)...

Or just, why not create "buildable_coms" modoption? (I can code this one)
+1 / -0
FIrankFFC
10 years ago
Tactical deplo..tell me moar skasi
+0 / -0
Skasi
10 years ago
Well you could deploy buildings and units up to a certain total-cost. There was one rule though, if I remember correct: The unit had to be buildable in x time - that is the time the tactical deployment was set to. For example, if you had 500 time units and plopped a factory that took 100 time units to build, you only had 400 units left to build units from that factory. I am not sure how it handled buildpower and doubt it allowed assisting.

That might even be an engine-thing and still work for ZK.
+0 / -0
FIrankFFC
10 years ago
Get it back to zk
+0 / -0


10 years ago
could alternately drop the morph costs to nothing like raptor did last year, that weekend was a laugh
+0 / -0
10 years ago
This reminds me of transformer commanders, half cost morph+modules com weekend and many more...
+0 / -0
10 years ago
random fac weekend! (different for each player)
+3 / -0

10 years ago
@Storage

It's all fun and games until somebody gets a Shipyard on Comet Catcher.
+3 / -0
10 years ago
quote:
until somebody gets a Shipyard

its fine if we take shipyard out of the random fac list
+1 / -0


10 years ago
quote:
its fine if we take shipyard out of the fac list

FTFY
+4 / -0
Skasi
10 years ago
Yay, scrap it and turn some ships into striders! I want that! :)
+0 / -0
10 years ago
com explodes on plop
+2 / -0
quote:
until somebody gets a Shipyard on Comet Catcher


in a team gamei can and will pwn you with a shipyard on comet catcher...
(i could prolly do it in 1v1 vs most people too XD)
+2 / -0
10 years ago
I suggest random ban weekend, @Storage should get the first ban for testing, he accepts it he told me that.
+1 / -0
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