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storage

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Date Editor Before After
1/19/2015 5:18:14 PMFRrankBlueTemplar before revert after revert
1/19/2015 5:13:26 PMFRrankBlueTemplar before revert after revert
1/19/2015 5:10:11 PMFRrankBlueTemplar before revert after revert
1/19/2015 5:09:44 PMFRrankBlueTemplar before revert after revert
1/19/2015 5:07:34 PMFRrankBlueTemplar before revert after revert
1/19/2015 5:06:58 PMFRrankBlueTemplar before revert after revert
Before After
1 [quote] 1 [quote]
2 @Anarchid : 2 @Anarchid :
3 Solution to storage/flow importance debate: 3 Solution to storage/flow importance debate:
4 \n 4 \n
5 Remove storage as a phenomenon. 5 Remove storage as a phenomenon.
6 [/quote] 6 [/quote]
7 Bump for great justice! 7 Bump for great justice!
8 \n 8 \n
9 [quote] 9 [quote]
10 @BlueTemplar : 10 @BlueTemplar :
11 2.) What does having limited storage bring to Zero-K? 11 2.) What does having limited storage bring to Zero-K?
12 [/quote] 12 [/quote]
13 [quote] 13 [quote]
14 @Pxtl : 14 @Pxtl :
15 I don't think punishing excess is a big deal - having metal locked up storage instead of deployed on the map is its own punishment. 15 I don't think punishing excess is a big deal - having metal locked up storage instead of deployed on the map is its own punishment.
16 \n 16 \n
17 I think funneling unspent metal into teammates is the most important feature of limited storage. 17 I think funneling unspent metal into teammates is the most important feature of limited storage.
18 [/quote] 18 [/quote]
19 \n 19 \n
20 I'm going to throw an idea here : 20 I'm going to throw an idea here :
21 \n 21 \n
22 Why not follow the Zero-K designs of 1 energy = 1 metal and Overdrive to their logical conclusion? 22 Why not follow the Zero-K designs of 1 energy = 1 metal and Overdrive to their logical conclusion?
23 - No arbitrary 500m cutoff as in OP. 23 - No arbitrary 500m cutoff as in OP.
24 - Remove the storage building. 24 - Remove the storage building.
25 - Make both Energy and Metal storage unlimited. 25 - Make both Energy and Metal storage unlimited.
26 - Make Overdrive Energy cutoff = your current stored metal 26 - Make Overdrive Energy cutoff = your current stored metal
27 - Make metal (and energy?) share ratio depend on how much metal you have compared to the team (weighted?) average. 27 - Make metal (and energy?) share ratio depend on how much metal you have compared to the team (weighted?) average.
28 (- Make teams pool energy for Overdrive?) 28 (- Make teams pool energy for Overdrive?)
29 \n
30 Additional idea for Overdrive to be more easily understandable by new players :
31 - Make so that when the energy bar reaches its maximum, you see some kind of glowing animation at the tip or yellow nanoparticles or something... going faster when energy flow to overdrive increases. At the same time make a small GUI widget (probably separate from the resource bar) displaying a Mex spinning where you would see the same animation of glow/nanoparticles/something incoming on that mex and it spinning faster.