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While doing some abstract reading, I came across defense-in-depth principles and hedgehogs. The theory of these tactics being that you force your enemy to go through multiple lines of defense and by building citadels meant to be bypassed, you leave a stronghold capable of interdicting enemy logistics and cc.
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While doing some abstract reading, I came across defense-in-depth principles and hedgehogs. The theory of these tactics being that you force your enemy to go through multiple lines of defense and by building citadels meant to be bypassed, you leave a stronghold capable of interdicting enemy logistics and cc.
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While there is no supply in Zero-K, command, and control is present. Whenever you order your units to move, they move. In order for that to happen, you need to send them orders through radio (or whatever advanced sci-fi comm tach we use). However, in Zero-k, there is no radio range or any such limiting factor.
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While there is no supply in Zero-K, command, and control is present. Whenever you order your units to move, they move. In order for that to happen, you need to send them orders through radio (or whatever advanced sci-fi comm tach we use). However, in Zero-k, there is no radio range or any such limiting factor.
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Proposal: Add-in a new c and c mechanic to add a sense of depth and new gameplay options.
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Proposal: Add-in a new c and c mechanic to add a sense of depth and new gameplay options.
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1. add command and control range: make it so that units will only take orders if within certain range of the commander
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1. add command and control range: make it so that units will only take orders if within certain range of the commander
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2. add relayers or radio dishes or whatever that serve as energy pylons, extending the range of control
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2. add relayers or radio dishes or whatever that serve as energy pylons, extending the range of control
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3. add a subcommand structure to serve as a secondary command structure in case your comm is destroyed
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3. add a subcommand structure to serve as a secondary command structure in case your comm is destroyed
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this should be very similar to the energy grid system and thus shouldn't be too hard to implement.
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this should be very similar to the energy grid system and thus shouldn't be too hard to implement.
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If a unit is within the command range, you can give it orders and it will perform normally.
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If a unit is within the command range, you can give it orders and it will perform normally.
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If a unit is outside of the command range, it will follow the orders given to it when it was last in command range. Or if it did not have orders, then it will not receive any orders but still fire and use its unit ai. So if a glaive is out of command range and with no orders, it will just stand there. If an enemy bandit comes into range, it will attack it based on its attack setting (hold, return or at will). If the bandit moves out of range, the glaive will follow it based on its move setting (hold, limited or full).
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If a unit is outside of the command range, it will follow the orders given to it when it was last in command range. Or if it did not have orders, then it will not receive any orders but still fire and use its unit ai. So if a glaive is out of command range and with no orders, it will just stand there. If an enemy bandit comes into range, it will attack it based on its attack setting (hold, return or at will). If the bandit moves out of range, the glaive will follow it based on its move setting (hold, limited or full).
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In order for command range to work, it must be connected to the commander or a subcommand building.
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In order for command range to work, it must be connected to the commander or a subcommand building.
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Constructers do not require command range to function (let's assume they have great onboard ai).
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Constructers do not require command range to function (let's assume they have great onboard ai).
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Initial comm command range is should be like 2000-5000 Elmo(what is Elmo ???)
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Initial comm command range is should be like 2000-5000 Elmo(what is Elmo ???)
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_________________________________________________________________________________________________________________________________
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_________________________________________________________________________________________________________________________________
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This would add a new layer of depth in game and more realsm as well as new tactics. Is your enemy stronger then you? aim for his radio dishes to knowck out his command range and leave his army isolated.
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This would add a new layer of depth in game and more realsm as well as new tactics. Is your enemy stronger then you? aim for his radio dishes to knowck out his command range and leave his army isolated.
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You can now encircle enemy forces and isolate them from their command range to pocket them.
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You can now encircle enemy forces and isolate them from their command range to pocket them.
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Air
now
has
really
great
targets,
bomb
enemy
radio
dishes
or
subcommand
units
to
disrupt
the
enmyes
plans.
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Air
now
has
really
great
targets,
bomb
enemy
radio
dishes
or
subcommand
units
to
disrupt
the
enemy's
plans.
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Early game comm deaths are now more deadly. If you forgot to build a subcommand early on, then until you get a new one, your unable to do much. Build a strong point and force the enemy to bypass it and thus expose their command and control network.
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Early game comm deaths are now more deadly. If you forgot to build a subcommand early on, then until you get a new one, your unable to do much. Build a strong point and force the enemy to bypass it and thus expose their command and control network.
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Feel free to comment, add on or add suggestions-Tarkin.
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Feel free to comment, add on or add suggestions-Tarkin.
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(development-wise, I hope it isn't too much as it should follow the same principles as the overdrive system and I hope you add this :)
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(
development
wise,
I
hope
it
isn't
too
much
as
it
should
follow
the
same
principles
as
the
overdrive
system
and
I
hope
you
add
this
:)
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edit
1:
Reading
this
over,
I
realize
how
horrible
this
is
formated
and
written.
Please
forgive
me,
I
am
still
learning.
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