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Commander - New Upgrade Systems

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USrankFalcon7617
6 months ago
(edited 6 months ago)

I thought of a new upgrade. seeing as I own 7000 points, I thought a few new systems would work well. The three new upgrades are:

Economy Upgrade: 2000M; Requires Engineer or Support Com. Chassis; +10M and +50E produced by the commander; increases explosion radius to smaller than a Singularity Reactor; increased blast radius damage; 1 upgrade only


Shield Density Amplifier: 100M; Strike or Siege Chassis; Disallows enemy units from entering the shielded area; adds second bar on shield; prerequisite: Personal Shield; 1 upgrade only; Can't create area shield; will not link with normal shield network

Shield Generator: 250M; Strike or Siege Chassis; Triples shield generation rate; energy cost x4; 1 upgrade only; prerequisite: Personal Shield; No area shield upgrades; will not accept shields from other shield generators

If anyone has any other ideas, post them here.
+0 / -0

USrankFalcon7617
6 months ago
About the title . . . New Commander Upgrade Systems
+0 / -0

DErankXivender
6 months ago
(edited 6 months ago)

quote:
Economy Upgrade: 2000M; Requires Engineer or Support Com. Chassis; +10M and +50E produced by the commander; increases explosion radius to smaller than a Singularity Reactor; increased blast radius damage; 1 upgrade only

this will not executed:
the devs will see a solar collector and a wind generator.
I remember my old e-cell was a tiny Version of your Vision.

quote:
Shield Generator: 250M; Strike or Siege Chassis; Triples shield generation rate; energy cost x4; 1 upgrade only; prerequisite: Personal Shield; No area shield upgrades; will not accept shields from other shield generators


sounds good.

+0 / -0

PLrankzenfur
6 months ago
(edited 6 months ago)

Nano booster: commander accumulates extra buildpower at rate 1/s up to 50 (optional: reserves metal as well), which is released in an instant burst (and used up) in addition to normal building power. Stack/upgradeable. Kickstarter for fast deployment of defense structures when needed/on front.
+0 / -0



CHrankAdminDeinFreund
6 months ago
Unlocks have been removed, you no longer need points to unlock any modules.

quote:
seeing as I own 7000 points


quote:
Economy Upgrade
The e-cell has intentionally been removed. Economy should be in its own structures and raidable. Free metal income also doesn't fit zk's ideology.

quote:
Shield Density Amplifier
This is a completely new mechanic. You would have to prove it makes for a lot of interesting gameplay, it'll be hard to go through with something like this. How is it different from newton on repel?

quote:
Shield Generator
Personal shields seem to vary a lot with other units as well, so I wouldn't mind another one for the commander. You would want it to behave like any other shield though, so it has to link. High regeneration is very similar to autorepair which will probably be the main critique here.

Sorry for all the criticism. Realistically it's very hard to make a proposition that gets into the game, but this doesn't mean you shouldn't try! Easiest would be proposals for redesigns of units that are currently in need of a rework, for example funnelweb.
+0 / -0

DErankkatastrophe
6 months ago
(edited 6 months ago)

New Module:
- Mobile Screamer to prevent Bombers killing Raaar and Xivender.
- implemented flea-factory to prevent Raaar and Xivender getting stunned by spies.
+3 / -0


AUrankSnuggleBass
6 months ago
I actually think a commander AA gun has a place in the game. Maybe not a screamer, but a hacksaw or razor maybe?

It'd stop some RPS where you happen to be a factory with the wrong type of AA. It hurts a lot to need to build cobras against a planes first start.
+1 / -0

USrankFalcon7617
6 months ago
(edited 6 months ago)

CHrankAdminDeinFreund

About the shield density amplifier. It prevents circumnavigation of the shield on a commander. No bombers can get in, nor can mines, burrows, cloaked units. The shields must be destroyed to harm the commander. This is for more of an assault commander, one that leads units on the front lines, often where no Newtons exist.

Also, I wanted this upgrade to be paired with the Shield Generator upgrade, but not something that could act as 3 more shields powering another for a fraction of the price.
+0 / -0

USrankFalcon7617
6 months ago
(edited 6 months ago)

DErankXivender

Hence the 2000 Metal cost, and a limit of one. I want this to be a stalemate breaker upgrade. the +10 metal gen would help when both sides are dug in worse than the trenches of World War One, with both sides having equal economies.

A star chisel could end a stalemate, but that is 40k metal, which would be ridiculous to make.
+0 / -0


AUrankSnuggleBass
6 months ago
(edited 6 months ago)

But do you really want stalemates being broken by who chose what commander at the start?

Giving one side economy is not a good way to break stalemates. It actually rewards players for porcing in and causing stalemates. You still need to build your DRP to win, it's just now you've got a more likely porc scenario...
+2 / -0

ATrankSkasi
6 months ago
(edited 6 months ago)

quote:
About the title . . . New Commander Upgrade Systems

You can change forum titles by editing the first post.
+0 / -0

PTrankraaar
6 months ago
(edited 6 months ago)

idea for new module for commanders

"P.L.O.T. armor" (non-stackable)

costs 300, gives the commander 50% resistance to slow, stun and disarm damage






+3 / -0

PLrankFailer
6 months ago
Ot just replace commanders with unique armed and wheeled(/tracker/winged/whatevered) factory...
FTW.
+0 / -1