Loading...
  OR  Zero-K Name:    Password:   

Unit ideas

39 posts, 1807 views
Post comment
Filter:    Player:  
Page of 2 (39 records)
sort
13 years ago
Kamizaki Boat
Either explodes like a blastwing or like a or like a walking bomb

Either 170 metal or 65

Best counter Skeeter or Mace

Kraken
Sub with the same weapon as Outlaw

725 metal

Best counter Hunter or Urchin

Hacker
Spy like unit that causes energy grids to malfunction and explode does 20,000 damage randomly spread throughout grid. Weapon has a long charge time before firing.

500 metal

Best counter fleas
+0 / -0
13 years ago
Hacker could be kind of like Dominatrix only it kills econ.
+0 / -0


13 years ago
I like the extra sea units, Kamikaze could be good as a sub as well. There are already too many units in the sea factory so we would need to split sea into at least one more factory. Maybe make the 't3 sea' require the mech hub that has been on the verge of addition for a while. Alternately there was my sub factory idea.

Hacker sounds like a micro sink that removes the simplicity of the OD system which probably isn't a good thing. To prevent base explosions people would have to place structures carefully and maybe they'd use solars as shut off valves to reduce risk, it all sounds widgetable and fiddly.

Years ago lurker and I (anyone remember lurker) discussed spy type units along the lines of the Red Alert 2 Spy or Achron's Nanites (although Achron was not out at the time). I like the idea of infiltration but all the methods we could think of were either too harsh or purely attention based.
+0 / -0
13 years ago
I was not sure about Hacker your right it is probably a bad idea.

The reason I thought that it should be a Kamikaze boat. Is because otherwise it maybe to good especially vs. hovers / commander and battleships. You would need to kill a sub with torpedoes but torpedoes are slow firing. Therefore, Kamikaze sub would have to be more expense. Where as a boat can be killed even by cheap defenders.
+0 / -0
13 years ago
You could possible split sea into ships and boats.
+0 / -0


13 years ago
> You could possible split sea into ships and boats.
What do you mean by that?

Because I always forget here are the roles:
Con Ship
Missile Scout
Fast EMG Raider
Torp Ship
Vanilla Sub
Arty-anti sub
Floating Banisher
Sniper Sub
Tacnuke Sub
Carrier
4 floating Pillagers
2 Razor's Kiss

12 units which is the limit of the build menu. It's a bit of a pain that the UI has started to limit things like this. Although it could be said that 13 units in a factory highlights a design issue regardless.

Where do you draw the boat-ship line? The two units in the grey zone are 'Arty-anti sub' and 'Floating Banisher'. If you put them in boats you have a fleshed out boat factory and a ship factory less startable than Mech-Athena. If you put them in ship it takes vital roles from boat and you still have a ship factory less startable than Mech-Athena.

Here is my idea that encompasses a few other things too.
  • Remove Mechs from Athena, those are units that only Athena can build.
  • Remove Tacnuke Sub, Carrier and 4 floating Pillagers from sea factory.
  • Add a mech hub nano turret style factory, let it float. It can build large ships and mechs.

I'm unsure about Sniper Sub, it only costs 2k so I am unsure where it should go.

This brings Ships down to 9 units. We could add Kaze Ship and Outlaw Sub and even have room to re-add surfboard.
+0 / -0


13 years ago
Also idk how we are for models but for unrelated unit types Sak says we have models coming out our ears. Maybe we have some for sea.
+0 / -0
13 years ago
I was thinking something along the line of heavy / light vehicle. Mech hub nano turret style factory could also work. It would need to have as much HP as a factory.

-Ships-
Mariner
Enforcer
Serpent
Warlord
Reef
Leviathan
Heavy anti air-flack ship (New unit)
Kraken riot sub (New unit)
Hunter

-Boats-
Mariner
Skeeter
Shredder
Crusader
Snake
Typhoon
Kamizaki Boat (New unit)
Jump Jet boat with Lightning Gun can jump from sea to sea (New unit)
+0 / -0


13 years ago
How do you justify Enforcer, Kraken and Hunter as Ships? Those units will not form a viable start factory which limits their use to double sea coordination. Without Hunter I think Boat vs Boat would consist of Snake spam.
+0 / -0
13 years ago
Crusader would need to get a anti sub boost.

I guess if you where ships the first thing you would build would be a torp launcher then a Kraken then a Hunter and porc.
+0 / -0
13 years ago
Kraken + Hunter vs Shredder + Snake

Enforcer vs Crusader

Defender vs Kamizaki Boat
+0 / -0
13 years ago
Should read

Kraken + Hunter vs Typhoon + Snake

Enforcer vs Crusader

Defender vs Kamizaki Boat
+0 / -0

13 years ago
XTA has had kamikaza subs for a long time now. But their introduction completely broke the sea game. It is worth looking into XTA and see what problems to avoid.
Thing is water is very immobile so dodging and avoiding is almost imposible against a fast kamikaza sub. The commanders suffered the most from this (and XTA commanders are beefy, unlike 0Ks)
Take into account that most units have no interaction with submerged units. So you get the risk of the gamble starts where you either take the risk of not making a anti-sub cannon and loose all start eco+posible commander or start with anti subs units from the start (and they are all expansive)
+0 / -0


13 years ago
Crusader can't be buffed to beat Snake it already almost does everything.

With Ships no raiding = lose game.
+0 / -0

13 years ago
Boats dont deal well with AoE (Outlaw, Kaze). They are too large to really clump up enough for most AoE to effect them, and they are too maneuverable to split up reasonably to avoid AoE. An outlaw sub could also attack hovers with no counter. Boats also have massive HP, so unless its designed purely vs hovers, a kaze boat would need to do bucketloads of damage, and could probably rip most structures/land units apart, especially in shallows. As for the wild speculations about sea setups, i'll make another post.
+0 / -0

13 years ago
Perhaps an underwater puppy then?
+0 / -0
13 years ago
We need a unit with a gravity gun, like the Newton.
+0 / -0
13 years ago
this mobile newton can't be a ship as ships are not affected (silly)

or it is only capable to attract/push light units < 2000metal and have visible effects of gravity-counter-engines.

hovers or amphs would be possible, but needs to be attracted/pushed by it's own too.

They need much HPs or >1000/>1500 metal to explain, while they don't get affected too much by the recoil with this kind of weapon equiped.
+0 / -0
13 years ago
I really like this idea,
"Jump Jet boat with Lightning Gun can jump from sea to sea (New unit)"

Make it a fast unit that can jump, maybe make it also jumpable on water, so it can assault beaches and EMP/wreck stuff, that would be a nice way to make beach landings more viable, since you could first sent a set of Jump Jet boats, which can simply jump on the beach and EMP the porc, and then you can move in your army. Jumping them in would however be risky since you can't retreat untill they can jump again.

While we're at it, a sea transporter would be nice! Something a little more beefy then the weak gunship transporter.
+0 / -0

13 years ago
I've always fantasized about having two different shipyards, based on the MaxDepth tag. Sadly, it wouldn't work with existing maps, which goes against a central tenet of ZK, so it ain't gonna happen.

The two labs would be analogous to "vehicle" and "tank", but really the intent would be having a lab you can balance against land units and a second lab that just says "f*ck you, I'm a boat" and is totally OP against hovers and land units.

Basically, ship fac and boat fac.

Boats can go in any water, no matter how shallow, and have very long build-ranges ranges and a heavy emphasis on high trajectory artillery and raiders, allowing them a good ability to affect the land. They would have amphibious attack robots instead of hovers (make these bots available to Athena if you want to use them in a land game). They're units you can bring out on a "land" map that has lots of shallow rivers.

Ships are more like the current shipyard with a bit of a worse depth tolerance, and without the scout boat. The only real way to make this work on existing maps would require an engine extension - have a "slopemod" like tag for shallow depths that means that these deep-hull ships can travel over shallower waters but move terribly slowly.
+0 / -0
Page of 2 (39 records)