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fire state option

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14 years ago
I think we need a fire state option that causes units to cease fire if they are being fired upon, For units that have extra defense when not firing such as the razor’s kiss.

Also ability to turn off power pants so they don’t explode (this was implemented at some point right?)
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14 years ago
but please with shutdown time.
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Skasi
14 years ago
quote:
Also ability to turn off power pants so they don’t explode (this was implemented at some point right?)


Err, no? Devs would be silly if they implemented that, don't you think?
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14 years ago
You will never stop me from exploding in my power pants.

As far as power plants go though, at one time it was possible to reverse-build just a tiny bit so it would be the nanoframe, and it would not explode. That was considered undesirable behavior because it rewarded twitch-reflexes instead of strategy. Reclaim 0.1% before it dies and it won't explode at all. That's why nanoframes will now explode at >=80% completion. To prevent it from expoding you would need to reclaim it all the way to <80%.
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Hold fire and stop will do this, but, frankly, turning a unit to hold fire should clear its targets.

Or, wait, do you mean 'Fire if not being fired upon, holdfire if being fired upon?'

This would actually work really well with Halberds against Maces say, where only a few of them are being shot at at any one time... hrrm... but it's hard to detect what 'being fired upon' is, so it'd be useless vs missile cruisers and hlt's and just instantly turn them all off vs AoE or fire.
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14 years ago
Then in turn someone would need to code Maces to fire only on opened Halberds...
And the circle of unnecessary complexity begins.
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14 years ago
And all of that occurs solely because of Halberd's armour when closed.
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14 years ago
Even more lamely, you have to cancel units manually every time your factory is being attacked or else you lose most of the metal if the nanoframe dies.
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14 years ago
Yeah, armor has just turned out to be an annoyance, once again causing annoyance because of a failure of AI.

Let's take the Razor's Kiss, for example. If the enemy has one placed in front of their defense lines the amount of micro you must use on artillery jumps tenfold. Normally, you point an artillery unit in the direction of enemy porc with the fight command. The artillery shoots until enemy comes close, then retreats automatically. Cool! Then the enemy builds a Razor's Kiss in front of everything. Now, your artillery focuses all its attacks on the Razor's kiss, which is annoying as hell. You could manually fire on a target, but if enemy advances your artillery won't retreat and it dies. I want this to be perfectly clear: armor is exploiting unit AI, not the strengths and weaknesses of the players or units. Now of course we could code all this nonsense away, but that's sloppy and just skirting the main issue: despite ZK not wanting special damage types, we've allowed armor to exist.

Special damages were eliminated because they are confusing and require players to study which units have what special damages. Now I know that the primary justification for allowing armor is "the units that have armor visibly armor-up, therefore, there is no confusion." And it works to some degree. But it makes current unit AI useless and any more AI added to ignore armored units becomes overkill.

Is there any chance we could take the handful of armored units and try and buff them differently? Maybe more health, maybe more DPS, but anything but armor to see how it would play out?
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Skasi
I totally think that the concept of armored unit modes is very good, if not awesome, but 'lope is right: The implementation is lacking. I don't want to say it's bad. It's just too micro heavy and if not then it's bashing the unitAI right in its head, bruising the muscle, jamming the skull through the brain and tearing the brain. Kind of.

You've got a point when calling it "special damage", but it still sounds wrong. There's two "solutions" I can think of right now:
Limiting armor to higher weight classes. Exensive units can be allowed to be the micro heavy ones. This would only reduce the need for apm and not the need for fps.
The other I forgot.. yes yes.
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14 years ago
USrankAntelope - the problem isn't the "special-damage" of armor... the same problem exists for the Dirtbag. The problem is just having high-damage-capacity, low-value targets in general.
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14 years ago
Lol, people have gotten so used to skirm AI haven't they, that you 'cannot retreat' if you don't use skirm AI. Maybe we need more artillery that cannot fire while reversing so you have to actually pay attention rather than letting the skirm AI turn the unit around every time anything gets close.

Dirtbag, flea, wolverine mine, nanoframes etc are all low value targets that can confound units on fight command. It's not armor. If razors kiss just -had- that many HP (as the dirtbag DOES) then it'd be just as problematic.
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Dirtbags are still annoying, yeah. Fleas are powerful, but they're more or less fine because they die horribly to even the smallest amount of resistance. But dirtbags just walk through all your porc and scout everything and take a long fucking time to clear out. And they only cost 20 so you can just make a constant stream of them forever. They'd be pretty annoying even if they didn't make dirt at all.

I really think they should cost like 50 and have less HP. Restore the old mound size if you feel like it.
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Skasi
14 years ago
Other than armored units only Dirtbag is, but everyone knows that for years. Fleas, etc. ain't low priority targets, what you're talking Sak.
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14 years ago
I think he's referring to using fleas as shot-wasters for low-ROF units like Banishers.
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>rather than letting the skirm AI turn the unit around every time anything gets close.

When the poll was last held asking if we needed more or less automation in ZK, users voted heavily in favor of MORE automation. I like ZK because it makes me feel like a general - I should be able to give my units broad orders that they complete to the best of their abilities. If I wanted a game that required me to micro every unit at all times I'd play StarCraft. It's far superior in many ways. Turns out that one of the major draws of ZK is that you can automate fighting by giving general orders. That's why I play it.

Anyways, I don't care if artillery units can't fire and retreat - I'm totally fine with that. What I'm not ok with is them not even making an attempt to run.

Artillery units sitting there while they are overrun by raiders is stupid - it insults the "AI" that your units are supposed to have.
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14 years ago
I think the problem here is the use of conditionals, not armor per se.

Attack order is unconditional: attack that unit or radar blip and if you die in the process, that is okay, I just want you to attack that.
Fight order is conditional: attack any stuff in that area but do your best to stay alive, i.e. retreat from raiders, assaults and riots moving your way.

What you really want is something in between the attack and fight order, e.g. attack that that that and that but certainly not that and do your best to stay alive. General priorization based on attacker versus defender does not really work because of all the special cases, e.g. hammer attacking glaive is silly, but not so silly if the glaive is standing still. Hammer attacking RK is also silly, but considerably less silly if RK opens up to shoot at flying stuff. There is simply too much variety of that nature and if coded into the AI would make it really complex and vulnerable to balance changes.

Power plants should explode on general principle, even if turned off. All that fuel on the premises, let alone that you still need a containment field turned on to keep that singularity inside the singularity power plant.

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Skasi
14 years ago
You're so right about the "general" stuff, Antelope. Many of the RTS-like games I play I play exactly because of that. They're a minority. I've been really happy when players voted on more automation of trivial things.

Gretchen's right about the complex AI stuff. That's why I didn't want to list "improve unitAI" among my other suggestion (which is nowhere near perfect either).

Any ideas on how to solve that problem of either of you? :)
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14 years ago
To expand on Gretchen's idea: what if we had some sort of "Bombard" command. You click Fight, click ON THE UNIT, and it sets a state called "bombard", which fires at that unit as long as no other units come within range. Basically, a mix between attack and fight.
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Skasi
14 years ago
Haha, I often need something like that, but different. I really wanted to be able to give my units fight commands that stick to some other unit of mine. Basically a fight-guard. Again, I know it's not the same, but still. :)
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