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Clever Unit Limit

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I dont want to make this post Neonstorm like with too much text and formulas so keeping things rather simple.

Other RTS'es have it to prevent lag and needless spam so why avoid it here? Specially when zk have such cheap spammable units like fleas, dirtbags and darts. There would be great advantages:
*Easier to define minimum system requirements
*No spaming crap to kill all weak CPU players in dirty way.
*More consistent framerate during whole game.

Now obviously this unit limit couldnt be static per player. Very basic formula should be global unit limit calculated from map size and divided amongst all players. This would mean small map = many units big map less units, more players less units per player etc.

Unit limit could be visible on economy bar with max allowed and current unit counts.

PS. I personally now have 4670K and actually playing on max settings without lags, but I still remember old times and I feel for players who lag.
+1 / -0

8 years ago
This is only a problem on speed metal. I have NEVER seen this be a problem in teamgames,ffa, or 1v1.
+1 / -0

8 years ago
Large teams sometimes (often?) devolve into speed-metal due to porciness and the eco spam though.
+0 / -0
Skasi
8 years ago
USrankFealthas clearly never joined 15v15 clusterhonk games on high eco maps.
+0 / -0
8 years ago
I don't see how is this a problem, the lack of a proper unit limit makes porcfests laggy and unplayable which encourages players with shitty cpus to play real games (1v1/small teams)
+2 / -3
8 years ago
I contend some also play less Zero-K.
+2 / -0
8 years ago
So mass !resign isint problem unit limit I see aint problem too. Because 1v1.
+0 / -0

8 years ago
large teams are already "less Zero-K"
+2 / -3
8 years ago
I think arguing that lag is good because it encourages 1v1/small teams is bad and wrong, it mainly discourages people from playing zero-k. If we would want to discourage big teamgames, we should prohibit them on public servers. But this is not what this thread is about at all. I think we should discuss what spoils fun the most: not being able to make units, or not being able to control them properly? And to which extent one lagger could limit other players to make units.
+5 / -0
8 years ago
I was just kidding, it is obvious that lag is bad
+0 / -0

8 years ago
quote:

the lack of a proper unit limit makes porcfests laggy and unplayable which encourages players with shitty cpus to play real games (1v1/small teams)


Jokes aside, this is why I played 1v1 exclusively for my first 4 months or so.
+1 / -0
I think that these big games wouldnt be laggy with proper unitlimits at all so who wants could play 1v1 or 10v10. As in 1v1 game you probably would never reach unitlimit so everyone happy. But 10v10 instead making 1000 flea you would have to make something bigger. Currently you start with 250 fps and at the game end it crawls to 10 fps and thats on high end systems.

Of course not all lag problems would be solved since terraform is another major factor which introduces huge lags.
+0 / -0


8 years ago
I think that a dynamic unit limit is the worst of all possible solutions.
+0 / -1