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Pointless battle gamemode idea

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48 days ago
Zero-K is practically designed for war to be the only way: If you don't do them, they're gonna do you. And by "do," I mean annihilate the enemy, trample their any chance for growth and take their resources to take on greater foes, borrowing the powers of the vampire! (thread that discusses this) What if some modder used all of the pacifist fights knowledge accumulated over the years to do just the opposite and make a gamemode where fighting is absolutely pointless, from weaker armies being ridiculously more effective than bigger armies, to ridiculously simple detection tools; from fights that don't end in a moment, giving time to negotiate, to nomadic lifestyle being possible, allowing for a player to live "forever;" from rebellions to soldier morale, etc, etc, until the one thing that made Zero-K so fun... is ruined?

Yeah, it's a short idea.
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im confused whats the request?

i could make all units give negative metal over time?

so big armies drain all metal income?


vampire.. hmmm... i can make units do negative proximity damage too so they heal you if they are close..

but all these ideas sound insane

because then the way to win is to make as few units as possible

Edit: adding this idea as 'anti 4x' mode

after i add all units have newtons and all units have map wide gentle pulse pull tomorrow
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41 days ago
The biggest challenge of the gamemode idea is figuring out all of the design changes that would make fighting meaningless. And yes, as you mentioned, " then the way to win is to make as few units as possible." And when the units are too few, NO ONE CAN WIN! If the design ideas are good enough, they'll be as easy to implement as much of the Zero-K design.

If you (or any other modder) are willing to implement the idea, and/or you want to ponder together about how to make the mod a reality, I'm willing to do the heavy lifting on the design ideas.
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41 days ago
(also, I'm renaming the gamemode into "room-T," standing for room temperature instead of zero kelvin)
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41 days ago
im happy to make your mod but im sick so i need a week to recover
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41 days ago
I can wait. I wish you good health.
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41 days ago
Unit Level RAND mod

Each time unit get +1 level, give a (or some) randomly multiplication to unit's values, eg from x0.5~x2, infinite, buff multiplication to each other. (mb also rand perk)
Consider wreck into exp.

Then fight < farm op units, big units < small op units, op unit may don't have weakness, but op unit may lost op value while cooking, while the thread of getting oper unit never stop.

AI's Unit Level RAND mod
ABOVE MECHANISM OLNY WORKS IF IT IS AI's UNIT, while ai knows nothing about it. You can give unit to ai, (mb you can get units from ai).
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41 days ago
thats a good idea too .. im getting better i think ill be ready to do some more of these soon
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34 days ago
A week later, I'm glad that I didn't come a week sooner. Some of you are real trash-talky, looking to turn even the language into a mere weapon. On-track, I figured that perhaps it would be better to make a series of mods to mix and match rather than to build everything from scratch, just to see how the different ideas effect the battlefield. So, I'm going to dedicate myself to making small ideas for the project.

Here is the current batch of ideas:
- KARMA: Units get slower attack speed the more units they destroy. Balancing: The slow is proportional to the veterancy of the opponent's unit.
- SUPPLY LINES: Units consume resources passively. Bigger armies are more expensive. Balancing: The consumption is proportional to the amount of units controlled (because "logistics" are expensive, even for AI). This means that having one unit might give no resource drain and might even give a resource gain, even if it's a unit as expensive as a phantom. For fun, let's say that a glaive and a detrimen have zero "logistics power" consumption. The main tool for balance is altering numbers and changing cost dependencies.
- FAILSAVE: The game needs a way to protect the losing player from losing entirely. While there are ways to make a player immortal, the best idea I have is the ability to rebuild/revive commanders & the ability to give these commanders to other players, so that they could rebuild. This addition requires improved diplomacy too, with the ability to ally and to end alliances.
- SUPPLY LINES (alternative): Units start "bugging out" when there are too many units on the battlefield. While the vanilla game already slows down when there are too many units present, I wish to turn this bug into a feature and double down on it. Make it so that, in case there are too many units, these units might "clear queue" automatically, with bias against bigger opponents. This can give an advantage to smaller teams, and as a nice bonus, it can save processing power for the game engine.
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