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Budded off from the discussion here: http://zero-k.info/Forum/Thread/19887?page=1#141597
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Budded off from the discussion here: http://zero-k.info/Forum/Thread/19887?page=1#141597
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Basically, it is about how many more units Zero-K can support, in terms of current factory lineups and even adding more factories. Whether there are even enough fresh ideas to add more to the game and whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity).
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Basically, it is about how many more units Zero-K can support, in terms of current factory lineups and even adding more factories. Whether there are even enough fresh ideas to add more to the game and whether the limited factory lineups actually encourage factory identity (IMO no, Shield has a huge lineup and tonnes of identity).
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[quote]@Orfelius Honestly? I don't see a good theme or even *name* for another factory that could be added. But perhaps you are *the designer* of Zero-K after all and thus you are always going to have at least some influence over the things that happen here despite you thinking otherwise.[/quote]
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[quote]@Orfelius Honestly? I don't see a good theme or even *name* for another factory that could be added. But perhaps you are *the designer* of Zero-K after all and thus you are always going to have at least some influence over the things that happen here despite you thinking otherwise.[/quote]
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I'm really not going to try to exercise a design mandate when I'm so out of the dev cycle right now (Don't even have git set up). Google is incredibly talented, very competent and I have a lot of faith in him.
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I'm really not going to try to exercise a design mandate when I'm so out of the dev cycle right now (Don't even have git set up). Google is incredibly talented, very competent and I have a lot of faith in him.
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Just
off
the
top
of
my
head:
Levitation
platforms.
We
have
two
veh
and
three
bots,
so
this
is
like
a
second
hovercraft.
This
is
how
I
would
impliment
hover
if
I
did
it
from
scratch.
Instead
of
turning,
levitation
platforms
have
momentum
like
gunships,
and
have
no
'facing'.
However,
they
all
have
turrets
that
take
time
to
turn
to
their
location
in
a
fixed-world
space,
that
is
independent
of
their
direction
of
movement.
Many
can
be
'deployed'
with
"D"
into
a
static
unit
with
new
abilities.
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But
you
want
factory
ideas?
Just
off
the
top
of
my
head:
Levitation
platforms.
We
have
two
veh
and
three
bots,
so
this
is
like
a
second
hovercraft.
This
is
how
I
would
implement
hover
if
I
did
it
from
scratch,
but
hover
has
it's
own
identity
now.
Instead
of
turning,
levitation
platforms
have
momentum
like
gunships,
and
have
no
'facing'.
However,
they
all
have
turrets
that
take
time
to
turn
to
their
location
in
fixed-world
space,
that
is
independent
of
their
direction
of
movement.
Many
can
be
'deployed'
with
"D"
into
a
static
unit
with
new
abilities.
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Constructor
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[b]Constructor[/b]
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A medium weight constructor
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A medium weight constructor
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Deploy to gain additional build radius and build power.
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Deploy to gain additional build radius and build power.
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Scout
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[b]Scout[/b]
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50m, fast unarmed scout with decent HP. When it dies, spawns 3 mines which shoot a single laser blast for 150 damage each.
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50m, fast unarmed scout with decent HP. When it dies, spawns 3 mines which shoot a single laser blast for 150 damage each.
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When deployed, gains radar range and periodically places mines around it.
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When deployed, gains radar range and periodically places mines around it.
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Raider
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[b]Raider[/b]
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Fast with a low range rocket. Mostly for raiding mexes and bursting out slower units, but can launch rockets back at units that pursue.
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Fast with a low range rocket. Mostly for raiding mexes and bursting out slower units, but can launch rockets back at units that pursue.
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Deploy's into 90 degree turret with +400 range for hitting LLT's or light bombardment
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Deploy's into 90 degree turret with +400 range for hitting LLT's or light bombardment
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Heavy
Raider
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[b]Heavy
Raider[/b]
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A short ranged laser with a vampiric effect, causing it to leach a portion of the HP it damages.
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A short ranged laser with a vampiric effect, causing it to leach a portion of the HP it damages.
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Rather than deploying, D causes it to double it's speed, but lose much of it's maneuverability.
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Rather than deploying, D causes it to double it's speed, but lose much of it's maneuverability.
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Riot
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[b]Riot[/b]
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A fastish unit that shoots a damaging but brief blackhole, causing units to stutter and cluster up.
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A fastish unit that shoots a damaging but brief blackhole, causing units to stutter and cluster up.
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Deploy into a 180 degree turret with a larger AoE, longer duration and no damage. Can allow slower projectiles rocket raider in either mode to hit approaching targets, or cluster units up for other undeployed riots.
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Deploy into a 180 degree turret with a larger AoE, longer duration and no damage. Can allow slower projectiles rocket raider in either mode to hit approaching targets, or cluster units up for other undeployed riots.
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Assault
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[b]Assault[/b]
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A beefy ravager-like fast assault, which shoots a starlight-like laser which slowly tracks it's target. Since turrets have global facing, stopping or keeping a moving target at the same angle decreases tracking time.
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A beefy ravager-like fast assault, which shoots a starlight-like laser which slowly tracks it's target. Since turrets have global facing, stopping or keeping a moving target at the same angle decreases tracking time.
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Deploy:
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Deploy
grants
a
considerable
HP
bonus,
but
decreases
turret
turn
rate.
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Grants a considerable HP bonus, but decreases turret turn rate.
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Skirmisher
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[b]Skirmisher[/b]
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Lobs plasma projectiles at skirmisher range (We have no plasma skirmisher!)
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Lobs plasma projectiles at skirmisher range (We have no plasma skirmisher!)
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Deploy to cause it to float upwards, gaining extra ballistic range, and making it harder to hit by other weapons (Like a Skydust).
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Deploy to cause it to float upwards, gaining extra ballistic range, and making it harder to hit by other weapons (Like a Skydust).
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Artillery
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[b]Artillery[/b]
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Shoots slow, homing missiles, a bit slower than a Janus which can be outrun.
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Shoots slow, homing missiles, a bit slower than a Janus which can be outrun.
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Deploy: 90 degree arc and additional range, but adds a minimum range.
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Deploy: 90 degree arc and additional range, but adds a minimum range.
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Anti-Heavy
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[b]Anti-Heavy[/b]
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A fast, burrowing armoured crawling blackhole bomb with a long duration.
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A fast, burrowing armoured crawling blackhole bomb with a long duration.
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Deploy causes it to generate a constant blackhole field.
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Deploy causes it to generate a constant blackhole field.
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The concept of the factory is that movement is momentum based, so they can build up a lot of speed in one direction, but take time to slow down and move the other direction, but without having to turn. With no movement 'facing', this lets turrets aim in global space rather than relative to the facing, so you have to be conscious of where your arcs are pointed, and you can be flanked. They use various lock-down blackhole abilities to allow their turrets time to draw a bead and some of their slower projectiles to hit mobiles, as well as letting AoE wreak havoc. The deploy modes allow them to set up static firebases and assault positions, but limits their arcs and makes them even easier to flank, so they have to use blackholes, mines and their range to excercise spatial control and lure the enemy into traps.
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The concept of the factory is that movement is momentum based, so they can build up a lot of speed in one direction, but take time to slow down and move the other direction, but without having to turn. With no movement 'facing', this lets turrets aim in global space rather than relative to the facing, so you have to be conscious of where your arcs are pointed, and you can be flanked. They use various lock-down blackhole abilities to allow their turrets time to draw a bead and some of their slower projectiles to hit mobiles, as well as letting AoE wreak havoc. The deploy modes allow them to set up static firebases and assault positions, but limits their arcs and makes them even easier to flank, so they have to use blackholes, mines and their range to excercise spatial control and lure the enemy into traps.
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Okay
so
all
of
this
is
drawing
on
a
lot
of
ideas
I've
had
for
a
long
time,
but
I
prettymuch
came
up
with
this
off
the
top
of
my
head.
There
is
way
more
space
in
the
game
for
things
we've
never
done.
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So
all
of
this
is
drawing
on
a
lot
of
ideas
I've
had
for
a
long
time,
but
I
prettymuch
came
up
with
this
off
the
top
of
my
head.
I'm
not
advocating
or
even
proposing
that
this
factory
actually
be
implemented,
but
there
is
way
more
space
in
the
game
for
things
we've
never
done,
from
speed-boost
abilitieslike
the
old
Zipper
to
transformer
modes
to
height-changing
units
to
vampiric
weapons
etc
etc
etc.
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