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inter factory dynamics

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11 years ago
Just some idea i had reading that vehicle thread.
Wouldn´t it be a nice idea to promote the use of multiple factories in 1v1? The factory cost was increased not so long ago but i'd argue that we should make them cheaper! (reduce build power accordingly)
-Flaws like no AA-vehicles are easily solved that way.
-It would also bring a lot of different units to the game instead of one factory play.
-It will make scouting more important! (which is a nice game mechanic)
-We can remove AA from more different labs. Or, in general, add holes to the unit lineup of all factories.
-more factories all over the map make an interesting game. The players will have to focus on smaller battles on multiple locations.

It will bring up new problems but that's what were here to theorycraft over.




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(this is not realistic but still funny to mention) You could even go as far as to give every factory only 3-4 units. You'd have a completely different game though and it removes half of the ZK units.
I 'd be interested in playing such type of game. :D
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11 years ago
There used to be a lot of rapid factory switching in 1v1, so that you never really knew what to expect or what angles the enemy would attack from. I think right now the costs work pretty well with what you can expect to be able to scout and prepare for.

They're meant to be like 'tech' options, and earlier on, even like faction choice. They're meant to lock you to some small extent into a path and a set of tactics, as little as Zero-K actually does that otherwise.
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11 years ago
agreed to saktoth. as zk lacks the ability (dont consider the unlock system) to tech ingame, which costs time and money, this issue is adressed with the factory building process, which is time and money accurate. however this might be a noobtrap.

if your suggestion succeeds here, i would propose to limit the ability to have different facs by adjusting the price/time for a new fac dependant to the already built factories expotentially, so having the whole techtree gets more expensive oer time...
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mojjj: imo ZK should do anything but make the game more complex. (more different mechanics. imo overdrive is already too nontransparent)

saktoth: That rapid factory switching and not knowing what angle to expect an attack from is exactly what i would aim for. You have cheap scouts and radars, i think any competent player should be able to find out what is happening on the edge of their opponents base.
It is not that the current cost is bad, not at all actually. It was an idea to allow for faster counter measures against certain units and factories. (like facing air with a vehicle lab)
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Skasi
I fully agree with Tandstickor! Inter factory dynamics are what makes the game interesting. That's one of the reasons I don't like 1v1s. (you got multiple factories there, but not right at start)

The idea of making factories more unique by limiting their units to the various factories' design concepts is one that I always approved of and fortunately I'm not the only one. You know, that's exactly why I keep demanding "remove Hammers, cloakbots got Sharpshooters!" - "the factory is designed around being fast, sneaky and sharp, not around sieging the enemy with artillery".

What's important is not to turn factories into rock-paper-scissor gameplay. For example, even when removing Jethro there's still Warrior for cheap, short ranged gunships and Sharpshooter for planes. When removing Hammers there's still Zeus and Sharpshooters to take out some heavier emplacements and alternatively the cloak ability to go around dense and through leak defense.
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11 years ago
I agree with Skasi, factories could have more holes in their lineups, not every has to have the roles covered the same way. Thus, I support the removal of Hammer from the cloakies.

I've been imagining what Zero-K would be like, if factories couldn't be assisted. This would solve the issue presented in the OP completely - instead of assisting you initial factory, you'd have to build new ones. In a way, tech switching would be 'free', since you would have to make an a new factory anyway to get more factory buildpower, and it might just as well be a different one. As a bonus, bases would look more epic, with multiple factories simultaneously churning out units.

Of course, above I just looked at what I consider the benefits of unassistable factories. It'd also change the game a lot. Heavy units wouldn't be rushable (this might actually be a good thing?). For example, Goliath would take almost 4 minutes to make, with 10 BP. Something like the Detriment would have to be assistable to ever get finished, or the strider hub would have to have epic BP.

Unassistable facs is the thing I like about NOTA the most, so that's where this all springs from.
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11 years ago
Hello defence push.
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11 years ago
Possible approach for the assist issue: facs start out non-assistable, and can only be assisted after a morph. This would also prevent rushes and put a fixed lower bound on how quickly you can get a new factory with new unit-types online up to a full BP potential, meaning the enemy will always have a chance to scout.

Correspondingly, you could lower the cost of factories since if a player needs just one or two units from a fac, they can build the simple form.

Say, 500 cost for a fac, 250 for the morph into assistable form.

And as for making facs more unique and distinct, imho the first step would be to pull the mobile shield and mobile-cloak morphs.
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GoogleFrog, defenses would perhaps be easier to make than units, but they still wouldn't be any more powerful. ZK has plenty of ways to counter porc.

Pxtl, in my opinion it would be pretty confusing if some facs were assistable and others weren't.

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11 years ago
Yeah, I know it's an ugly hack of a solution, and you'd need some way to mark assistable vs non-assistable facs clearly.
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11 years ago
i dont see a problem with assistable factories?
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11 years ago
quote:
i dont see a problem with assistable factories?


I suppose you refer to this part of what I wrote:

quote:
I've been imagining what Zero-K would be like, if factories couldn't be assisted. This would solve the issue presented in the OP completely


What I mean is, that when you have to make a new factory anyway to amp up your unit production, you can also make it a different factory than the previous one(s). I think unassistable facs would result in players having multiple different factories, and mixing units.
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11 years ago
i think encouraging players to make multiple factories is good, but disabling factory support is not the right way.

You could remove nano turrets or make cons only able to assist their own type of factory. (both are bad ideas) ZK without nano's could be interesting though ...
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11 years ago
@Tandstickor, that approach has been done in other mods. It meant factory spam and tremendous effort tech-switching since changing the emphasis of your production over to another lab means building a whole bunch of factories. The only way it works is if factory BP is hella-cheap, and then you've a new problem that you're constantly stalling at the start of the game.
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11 years ago
thats why those were bad ideas :P
XTA had nano's that could only support factories directly next to them. They just had extremely small range.
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11 years ago
how about - only nanos can assist factories?
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Skasi
That.. was not my intend. :-|

sprang abused my post!

Frog: Goin' around using Glaives, Scythes, or using cloaked Ticks, Zeus, Warriors should work decent. I'll probably have to try cloakbots more often to see if it works. Anyway, I don't think the cloaklab was designed with long tedious sieges in mind, simply 'cause hammers die en mass to any other artillery, napalm bombers, etc.
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11 years ago
Pxtl's idea sounds very interesting.

To solve the confusion issue, I'd implement it differently. Instead of morphing factories to make them assistable, have a static unit (the "Control Tower" or something like that) which, when built, allows all factories within a certain radius to be assistable.

The Strider Hub and Athena should be inherently assistable, neither requiring nor providing the Control Tower functionality.
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11 years ago
Let a nano be a control tower?

Factory assist only with nanos?
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11 years ago
The upshot of the Control Tower idea would be that, depending on where you set various costs:

a) Initial rushes would be more expensive.

b) At first, adding a factory would be the most cost-effective means of adding buildpower, which then gives you another decision to make about whether to double your current mix of units or add a new technology to the mix.

c) After the second or third factory, the cost of the Control Tower gets spread among all the factories in range of the tower, so adding a Control Tower and then spamming Caretakers becomes the more effective route. That also means you can still blast out specific units at a fearsome rate when you need to, once you've invested in the infrastructure to do so.

d) Spreading your factories out becomes less cost-effective (once you're up to scale) than clustering them, so you get nice pretty bases. Defense still loses, of course, because this is ZK, but it means the attacker gets to have more fun smashing up the enemy bases.
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