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Nuke Should Disable Resign

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Until it lands and the shiny is over. Getting the satisfaction and euphoria of a nuclear fission explosive's shiny mushroom cloud cut short by 'me resign ooga' is not fun.
+6 / -3
13 days ago
Nah, too arbitrary.
+4 / -0


12 days ago
I think a better idea would be to keep the server running for enough time to see the nuke hit.
+11 / -0

12 days ago
but the buildings from resigning team explode after resign.
+1 / -0
12 days ago
You want to take away resign? Alt + F4 and rejoin before new game starts (The 20 sec delay after a match is enough to reboot the game).
+0 / -0
9 days ago
Maybe rather than exploding, the game should be considered "won", but the enemy team gets replaced by AI. So the winner has a choice to keep blowing stuff up, or quitting with his win. (or getting killed by the AI and still have the win.)
+0 / -0
8 days ago
We play mostly in public servers though, which people want to use again right away once the game ends.
+0 / -0
I think a better idea is to remove the building killing altogether and allow both sides to completely see the battlefield as is on resign. If there's a nuke, let the server sim until it lands with global los on.
+0 / -0
8 days ago
Problem is, we do want the self-destruct if someone resigns in a FFA. So the self-destruct would have to be suspended only if the game ended.
+0 / -0


8 days ago
Yes, it's super sad and dissatisfying when enemy team resigns just before nuke hits and completely obliterates their clustered lobster nest ^_^
I'm countering this with !poll resign of my own just before launching(ban, ban, ban CoC violation detected) when hits are just too juicy to be resigned on
+3 / -1
8 days ago
Ban he
+2 / -0
7 days ago
I'll counter this suggestion with a plea to make cloaked athena blow up nux on launch again. That was epic.
+1 / -0
quote:
I'll counter this suggestion with a plea to make cloaked athena blow up nux on launch again. That was epic.

I have no idea why such niche strategy was removed - it was super fun to execute and ALWAYS created great lulz moments(yea, it's a challenge to get athena in the right place in a clusterfuck game)
So what if it can be wupgetized? It's still super niche and can be easily countered just by placing some solars around your base and 1 hacksaw/newton near nux...

Seriously, we should not remove stuff which is fun... It also teaches the guy who makes a nuke to never ever make lone nuke and to use screening... Good concepts for zk, don't u find?
+0 / -0

7 days ago
As far as I can tell this was never removed (allied Athena won't block but enemy will).
+0 / -0
The timeline is as follows:
  • Trinity was animated to open and present the missile only when given an attack command.
  • People used this to cause enemy nukes to explode on launch by watching the Trinity and then moving a unit in the way.
  • The repository says I did this with a Dirtbag in 2011 (the Trinity survived, and nukes not dealing self-damage was fixed shortly afterwards).
  • RUrankFirepluk started using Athenas to block nukes frequently.
  • Someone came up with the technique of giving Trinity an attack command then a wait command, making the animation stay in the launch position. This allows nukes to be launched with no wind-up.
  • Someone (possibility the same someone) made a widget to do this automatically.

At this point the "units should use their abilities intelligently" clause of the design was tripped, resulting in the following. The main options were:
  • Trinity should not be primable. An attack command would lead to an uninterruptible attack animation and launch. This makes the widget impossible.
  • Trinity should be force primed. The nuke would poke out upon stockpile completion and can be launched instantly. This force-implements the widget.
  • Some combination of the previous two options for the sake of 'ability realism' and 'decisions'.

Option 1 raises many design and usability questions. What if the player wants to cancel the launch? Can it be retargeted during the animation? Does reclaiming or stunning the Trinity cancel the launch? The UI would be terrible and really not worth the trouble for enabling a niche trick.

Option 2 was picked because it has the added benefit of showing scouts whether the Trinity has a nuke ready to go, which is a nice extra bit of interactivity. Letting people choose between a vulnerability to Athena or a vulnerability to scouting (ie Option 3) seemed like far too small of a choice to be worth implementing*.

To finish the timeline:
  • Option 2 was implemented.
  • The Athena nuke blocking strategy was essentially dead as launches could not longer be anticipated from an animation.

*To get a feel for how small this choice is, remember that Solars have a Unit AI state toggle and that Dominatrix can be set to automatically kill captured units. Solars have full control over their ability to open or close, Trinity does not.
+3 / -1

7 days ago
quote:
Someone (possibility the same someone) made a widget to do this automatically.


That someone was me. The constant abuse of the athena thing (along with wanting a chilified nuke button) lead to the creation of the widget. It is/was an endless arms race for techniques. Widget tech leads to momentary supremacy, only to be either adopted wide spread or shot down by the Elders. In this case, adopted.

The legacy of the past will forever be etched in the present.
+2 / -0
quote:
RUrankFirepluk started using Athenas to block nukes frequently.


It is easy to counter such strategy with building around silo buildings and he all time must be watching when missile will com out so it isn't so easy to do that even not thinking that he must spend metal on athena and be useless at that time for team. If player is so bad that he build nuke silo in open field then he deserves to got blocked nuke.

Better nerf antinuke so it can intercept only one missile at time not two so two silo can counter one antinuke. And return antinuke for reef or scylla with smaller cover range and same slow reload.
+0 / -0
quote:
At this point the "units should use their abilities intelligently" clause of the design was tripped, resulting in the following. The main options were:
  • Trinity should not be primable. An attack command would lead to an uninterruptible attack animation and launch. This makes the widget impossible.
  • Trinity should be force primed. The nuke would poke out upon stockpile completion and can be launched instantly. This force-implements the widget.
  • Some combination of the previous two options for the sake of 'ability realism' and 'decisions'.
+0 / -0