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Alternate approach to resurrecting comms?

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13 years ago
Since ZK's comms are so central to the gameplay with their upgrades and all, wouldn't it be worth considering a means to get your comm back beyond the current "resurrection" mechanism? After all, resurrection means comms are transferrable or permanently killable. How about giving comms a resurrection mechanism that ties the comm to the player in a form he can always get it back.

After all, every other unit in the game is always obtainable from the buildtree except your comm. Losing the comm is permanent.

Here's my thought:

1) Commwrecks are no longer resurrectable.

2) When a comm dies, it drops two things - the wreck, and a Resurrection Beacon. The Beacon is invincible, untargetable, immobile, and blind. At any time the owning player can morph the beacon into an L1 comm... but it costs 500 upfront to start the morph, plus the cost of the comm to do the morph.

This means that getting your comm back isn't about the wreck itself, but about the site where the comm died. It also means that the enemy can prevent the morph simply by having a unit watching the spot and kill the morph, and a failed morph will cost the player at least 500 resources (and return the comm to being a beacon).

The location-based resurrection discourages using comms on a suicide offense, but means you can get him back if he dies on defense and you re-take the ground he died protecting.
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13 years ago
> After all, every other unit in the game is always obtainable from the buildtree except your comm. Losing the comm is permanent.
That's one thing about commanders but it goes beyond that. You also cannot make many comms if you need to counter a larger force with them. This is why I don't think they should be central in the first place.

The beacon is an ok idea but doesn't fix the above point. Although if comms are going to be so unique I would partially rather make them killable so you can have some time in games which doesn't revolve around them.
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13 years ago
*puts LLT next to it
*beacon tries to morph
*gets killed
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13 years ago
CArankFireX - that's the idea - it's only useable if you control the territory where your comm died.
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13 years ago
It would be nice to have it as module - "phoenix" module
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13 years ago
Or just make the constructor be able to build a new com at 2x the cost.
The next time he die, it will take 4x etc.
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13 years ago
I think Pxtl wants to build his comm unlimited times at the Altar of Heroes.
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13 years ago
Having some ability to get your comm back, perhaps tied to a dropped 'beacon' (probably be better to be able to retrieve it with a con or something), or, really, just for some upfront cost.

But not because he is 'so central'. He shouldnt be. There should be com-centric strategies you -can- pull off that rely on him like commpushing into mid. This is just like its always been- only hopefully, this time, with different kinds of weapons, not just having him as a mobile antiswarm (which is what frustrates me about the current weapon loadout, the best ones and best morphs all are).
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13 years ago
Or do you want to build infinite comms from athena? Any of your start 6. That would make them scalable but unfair to new players if it turns out KR needs kicking. And idk how many comms would be from the fluff front.
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13 years ago
AUrankAdminSaktoth - antiswarm is best? Have you seen hte kind of horrifying sniper crap some folks pull with the support-comm?
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13 years ago
Haha, I see you have encountered Cookies snipercom. Nice com hunter setup but ineffective in the long run...And its pretty easy to kill.

I like your ressurrection idea, the possibility of renewing your commander from level 1, either from Athena or beacon. For a cost of course.
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13 years ago
The reason I suggest the beacon is that it discourages repeatedly using comm as suicide unless he claims the turf he died assaulting. Being able to just crap out a new comm from the Athena would let you treat him as expendable on offense.
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13 years ago
Comms should not be so efficient that you should ever want to spam hordes of them.

Nor should they be so efficient that you should want to treat a 5k unit and his wreck as 'expendable'.

Gausss is still a 'riot' weapon, it is more than capable of penetrating through several units and killing them all. Even the Shotgun can hit multiple targets and has a good enough RoF to take out raiders. The only unit geniunely bad vs raiders is the rocket- we should also have plasma assault weapons, low RoF high damage weapons, etc so we can have anti-heavy or anti-static coms which can be sniped by raider swarms (like snipers or reapers can be). IE, the com should not be 'Warrior +' but potentially be any of the main unit roles, so they never skew the game towards one unit type required to counter them (Except, possibly, anti-heavy, which will always be good against big targets- but shouldnt be required, you should be able to skirm a riotcom and raid an arty com).
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13 years ago
> Comms should not be so efficient that you should ever want to spam hordes of them.
That is why I would like to try the ability to build any of your comm loadouts with Athena. To see if this statement is wrong. But changes like this don't make for a particularly stable game and if the statement is wrong it would be unfair to people without XP.

> potentially be any of the main unit roles, so they never skew the game towards one unit type required to counter them
What??? That would skew the game far more. You would have to field units to counter your opponent's comm in a particular game.
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13 years ago
It may well be wrong, but it -shouldnt- be.

You always have to field units to counter an enemy units. This way, he doesnt get a free morphable riot, at least.
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13 years ago
Since some devs was so funny to let the slow beam of coms have about half the range of moderators, but no static moderator-towers we don't have real AA coms anymore.

I really want a Rapier-Com !!!

Or a Outlaw/Arti-Com mix.

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It would be really nice if we have com setups with 3 weapons OR 2 weapons but more module slots.

If we are strict, the com drones are a third weapon !!!
=> Add AA drones ;)
=> Add sub weapons :D

We should use a unit to describe each com weapon / effect.
Balance the coms towards these units.

If (Power)==( Dmg/s * HP / cost ) then balance the coms should be easy.
MaxRange = ( Max range of any mobile unit * unit.dps / com.dps )
...

I think we should also add a anti cloak mechanism to the game:
* We have shields against Lichos
* PowerServos and AdvTargetingSystems against Arti
* Arti against defense
* Gauß against shields
* ...

But nothing against cloaked units...

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!!! Then we can savely add it to a Hero-Altar for your 6 coms !!!
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