1 |
It
is
fine
that
you
are
encouraged
to
go
amph
if
you
want
this
functionality,
and
that
a
player
who
has
gone
amph
is
encouraged
to
use
this
functionality
to
support
his
team.
|
1 |
It
is
fine
that
you
are
encouraged
to
go
amph
if
you
want
this
functionality,
and
that
a
player
who
has
gone
amph
is
encouraged
to
use
this
functionality
to
support
his
team.
We
want
amph
to
be
a
factory
you
are
tempted
to
go
on
land
sometimes
too.
|
2 |
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3 |
We want these kinds of mechanics where an amph player on a mixed land map can set up teleport networks that his allies can use.
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4 |
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2 |
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5 |
Sadly, the functionality ATM is way too expensive and really lackluster- the Djinn is slow, often gets caught before arriving, and basically can only set the starting waypoint once.
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3 |
Sadly, the functionality ATM is way too expensive and really lackluster- the Djinn is slow, often gets caught before arriving, and basically can only set the starting waypoint once.
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6 |
\n
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4 |
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7 |
Transporting in all ways is a massively under-used mechanic in Zero-K. I proposed the teleporter because it would be mechanically easier and less risky for the player to use. The problem with having to use a gui to select your destination is that it just adds an extra layer of complexity. Personally, I'd lower the cost of the Djinn to 300 or so and let it place its beacon -anywhere- on the map (That's only the 'reciever' beacon, ofc).
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5 |
Transporting in all ways is a massively under-used mechanic in Zero-K. I proposed the teleporter because it would be mechanically easier and less risky for the player to use. The problem with having to use a gui to select your destination is that it just adds an extra layer of complexity. Personally, I'd lower the cost of the Djinn to 300 or so and let it place its beacon -anywhere- on the map (That's only the 'reciever' beacon, ofc).
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