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Wind

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11 years ago
So what the reason to wind explosion have so much damage?
Its a little stupid to see raider get killed by the wind farm the are killing.
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11 years ago
Because otherwise massing it would be too good. It adds an interesting balance detail to the game that should be left that way imo.
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11 years ago
quote:
Because otherwise massing it would be too good. It adds an interesting balance detail to the game that should be left that way imo.

Add minimal spacing and you still can mass it for cost/power and return/investment than a singu, PLUS it kills scythes for cost without failing completely.
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11 years ago
Well compare the energy production density of a compact windfarm (1 wind takes 4x4

16 tiny squares) to that of a minimally spaced one (1 wind takes 5x5

25 tiny squares). One third of the space effectivity gone.
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11 years ago
Because its not actually wind power... Those propelers are just to fool your eyes. It actually generates black energy and thats why it explodes so much.
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11 years ago
Because a spaced wind farm looks really awesome and a crowded windfarm looks really stupid.



And just giving them a wide footprint would probably make pathing annoying.
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11 years ago
I had a discussion about this with someone. The explosion is an important part of it's balance. The solar defends itself by having lots of HP. The wind, fusion and singu defends itself by destroying it's attacker, limiting the total damage to a base.
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quote:
defends itself

I could continue that discussion for a bit. While it might be somewhat useful to eco damage to be limited, doing this by allowing windfarm chainsplosion just makes no sense, and it only works on low-health low-range units - flea, mostly, sometimes glaive, rarely scythe. All the other raiders are immune to windsplosion, in effect capable of inflicting unlimited damage to a windfarm unless stopped by other means.

Maybe just give them guns?

quote:
a crowded windfarm looks really stupid.

HAWTs cause wind speed to decrease around them, and this is why they need spacing irl (hint: not because they are made out of dynamite sticks). Anyway, if the real argument was spacing, then it'd be easily solvable by increasing yardmap a tiniest bit.
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11 years ago
Yes, but my understanding is that the problem is moreso the turbulance caused by the windmill. If a streamline is passing through two windmills, it's not really going to pick up speed between them, but it will start to flatten out.

I think increasing the footprint is fine, but I don't know how it might screw with pathing. Can units still be allowed to move through windmill lines?
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11 years ago
The same way commander walks into factory to build stuff, yes.
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What about placing windmills on hills or uneven ground? Would it make you terraform out a huge block of flat ground for the whole footprint to fit?

(This happens already, and I think it is by footprint, but not sure)
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11 years ago
quote:
Would it make you terraform out a huge block of flat ground for the whole footprint to fit?

Need to flatten ground is a whole separate tag compared to yardmap. In short, no.
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11 years ago
Ok, I'm not familiar with what all is specific to yardmap and terraform and pathing and what all, but it sounds good to me to just have it increased.
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11 years ago
quote:
sounds good to me to just have it increased.

Too bad the real argument is that winds really need to be able to fight fleas and scythes.
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Skasi
11 years ago
What if explosion damage was decreased slightly and debris damage was increased, that'd make more sense, no?
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11 years ago
Alas, iirc you cannae change debris damage in this engine.
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11 years ago
I think explosion damage is supposed to mimic that, with a little bit of added reliability.
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11 years ago
The real reason is once again that it was like that in Total Annihilation and every spring game ever copied it.

Debris damage:
http://springrts.com/phpbb/viewtopic.php?f=14&t=28455&hilit=debris+damage
Blastwings also need this!
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