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Idea: Customizable Unit Factories

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You know how you can select any one of multiple commanders before the match starts, along with customizing them in advance? Well, what if the same could be done for starting factories, where players have a limited amount of unit slots (such as, say, 11) that they could fit into their custom factories' build lists? Imagine what kinds of unit combinations players could come up with. (Also, this could be useful for collecting data on which units players tend to prefer over others.)

Personally, this would be my main custom factory's build list (with a focus on early raiding, and fighting with light unit densities):

[Spoiler]

If players are allowed to design multiple custom factories that they could optionally build within a single game, then this would be my tier 2 factory's build list (for expanding upon the starting factory's tier 1 build list, with a focus on fighting higher-densities of enemy units, especially artillery and shields):

[Spoiler]

Of course, players could still be given the option of building any of the stock factories in addition to their custom factories (in the event that they need a certain unit that's not found in one of their custom factories).
+1 / -0

5 years ago
See this thread.
+2 / -0
Heh, I'd actually been wanting to make this thread for a little while. But I guess we're all just part of a great cycle.

Also USrankShadowWolfTJC, I'd started a post seriously defending your proposals in the other thread against the push-back/neglect, but haven't had time to finish it. But most importantly, know that you're not alone and there's lots of players that love that shit and completely agree - that don't post, but are thinking about and analyzing all the units/stats/etc. in their free time like that. Also, we can also just message over Discord or similar. I'd love to talk more about everything you wrote.

Ok, to the fun stuff. With no regard to their synergy (and after a (un)healthy amount of quantitative analysis over months with spreadsheets - particularly for matchups between raiders, riots, skirms, air, and AA), I think that these have a good chance at being the best units in their class, statistically and feature-wise (assuming that we get to include air but that striders/athenas are out, and limit of 10):

Conjurer
Flea
Scythe
Archer/Pyro
Fencer
Lance/Phantom
Gremlin/Tarantula (/Puppy apparently :P)
Owl
Thunderbird
Krow/Lobster

(runners-up: Widow, Snitch, Domi, Kodachi, Emissary, Thug)


Man, that fac would just be God-tier or maybe even Godde-tier.


Also: unintentional that I considered all of the non-bomb cloaking units there, I guess being fucking invisible is kinda useful.
+1 / -0
5 years ago
Id put glaives in all 11 slots and id like my commander to be a detriment sized glaive
+2 / -0
5 years ago
The glaivebot fac

Worker glaive
Glaive, The Original
Cloaked glaive
Shield glaive
Spider glaive
Flying glaive
Hover glaive
Glaive-layer (lays down cloaked, immobile glaives)
Glaive-berd (1/4 damage when not firing)
Glaive-walker (launches high-arcing glaives up to 900-elmos)
+2 / -0


5 years ago
It is an interesting idea, but the units aren't quite designed to support it. Each unit is not meant to be as good or useful as every other unit. Instead, I like to think more in terms of factory balance. That said, no unit should be useless in a global setting. Here are some of my goals.
  • Every non-air factory should be reasonably ploppable on some reasonable proportion of maps.
  • Every Factory vs Factory matchups should include most units from each factory.
  • Every unit should do something meaningfully better than every other unit (globally).

Factories tend to have power fluctuations among their units, with stronger units making up for things that the factory does not do so well, or even not at all. For example, Spider and Amph have relatively light and speedy riots to make up for their lack of a fast raider. Factories can be mixed to cover their weaknesses, which is part of what makes teamgames interesting, and can be a big part the escalation that occurs over a game.

It doesn't seem useful to include air units in custom factories. Air units are obviously going to be powerful when mixed into a land factory. Air is a necessary role in large enough team games and a powerful second factory in 1v1 by design. Battles become more complicated and open to RPS when air comes into play. A lot of the 2v2 cheese involves an air plop. These cheeses seem to only be counterable in the context of 2v2. Such cheeses in 1v1 would likely be blind RPS.

Anyway, such custom factory theorycrafting can be interesting. I don't treat them as knock-down balance arguments. For example, if an eight unit factory seems to beat every other land factory I wouldn't call it an issue unless most of the eight units are from a single factory. If you're looking to implement custom factories, feel free to do so. The easiest approach is likely to be with a pre-game dialogue in which you construct your factory.
+2 / -0