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Ideas to make 0K more enjoyable to the spectators

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Date Editor Before After
1/28/2015 10:50:18 AMCNrankqwerty3w before revert after revert
1/28/2015 10:48:50 AMCNrankqwerty3w before revert after revert
1/28/2015 10:46:21 AMCNrankqwerty3w before revert after revert
1/28/2015 10:43:13 AMCNrankqwerty3w before revert after revert
Before After
1 Continued from the Starcraft 2 thread. 1 Continued from the Starcraft 2 thread.
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3 1. In Zero-K the most of scount, raider, riot,AA, defense turret, and some of the support/heavy/artillery units use weapons that are difficult or impposible to dodge, that's quite a lot. 3 1. In Zero-K the most of the scount, raider, riot,AA, defense turret, and some of the support/heavy/artillery units use weapons that are difficult or impposible to dodge, that's quite a lot.
4 4
5 Some of them are totally understandable, like riot need fast projectiles or instant hit weapons to counter raiders, but the others doesn't seem entirely necessary. 5 Some of them are totally understandable, like riot need fast projectiles or instant hit weapons to counter raiders, but the others doesn't seem entirely necessary.
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7 For instance, why did raiders need fast projectiles? Countering slow units like assaults and skirmishers doesn't require fast projectiles, so it seems the main reason is to make them good at intercepting other raiders, which is a job that could also be done by a well-placed riot. Slower projectiles would make raider vs raider micro (which is a big thing in high level play) more exciting to watch, good riot placements could create some drastic moments too. 7 For instance, why did raiders need fast projectiles? Countering slow units like assaults and skirmishers doesn't require fast projectiles, so it seems the main reason is to make them good at intercepting other raiders, which is a job that could also be done by a well-placed riot. Slower projectiles would make raider vs raider micro (which is a big thing in high level play) more exciting to watch, good riot placements could create some drastic moments too.
8 \n 8 \n
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10 2.It seems the army growth in Zero-K rely a bit too much on economy growth, and not enough on unit saving. A lot of climatic moments in other RTS games come from the fact that the loss on the army can not be rebuilt easily, it can't be like that if the army size is largely a result of the current income rate. 10 2.It seems the army growth in Zero-K rely a bit too much on economy growth, and not enough on unit saving. A lot of climatic moments in other RTS games come from the fact that the loss on the army can not be rebuilt easily, it can't be like that if the army size is largely a result of the current income rate.
11 \n 11 \n
12 Starcraft 2 handle this by keeping the action level low for the most of the game, the result is sometimes one game only have one battle, it's pretty boring. 12 Starcraft 2 handle this by keeping the action level low for the most of the game, the result is sometimes one game only have one battle, it's pretty boring.
13 \n 13 \n
14 The better approach might be simply making units more durable, or making retreatment more valuable, we can keep the action level high while still gathering potential energy for climatic moments. 14 The better approach might be simply making units more durable, or making retreatment more valuable, we can keep the action level high while still gathering potential energy for climatic moments.