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Improving water intergration

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Simple idea that would require a handful of new units or changes to existing ones.

To make watermaps less awful and to generally intergrate existing water maps better, it might be a neat idea for every fac to have a single anphibious unit in the lineup. This would allow land based allies on eg. Downriver v1 to contribute a little more to the battles they normally cant influence, and would open up the possible tactics on many maps a little.

Afterall, while we have dedicated labs that will always be better and have more flexibility when operating anphibiously, it would still be near to be able to pump out some light vehicle or cloaks and go assist the water players. The polar seperation between the land and water realms on these maps is part of the reason they tend to be awful and end unsatisfyingly when an ally collapses and everyone autoloses.

By the same logic, it would be nice to have a ship that sprout legs and walk on land :D
+0 / -0
... makes as much sense as the all-terrain Tick and the jumping Dirtbag.

Simplest way to have the Shipyard play on land without bolting legs on a ship would be to return the Reef to the shipyard. Take the anti-nuke and cruise-missile off it and cut its cost so the ship-player can send drones to support land players.
+0 / -0
10 years ago
Factories are dirt cheap.
+3 / -0
It should be noted that at least one land factory (maybe even two) already have their amphibious options, in form of amphibious mobile shields (unsure about mobile cloakers), allowing some interesting interplay (such as shielded scallop balls).

If others got as much as that? Unsure, but game could become more fun.
+0 / -0
10 years ago
if you want to integrate sea, half the HP or DPS of all sea units so they are not infenetly more efficient then any land/hover/amph unit, and it is posible to take the sea back from a sea player...

also torpedo hovers
+7 / -1
Skasi
10 years ago
Oh nice.

I suggest a swimming Roach! Roaches can swim! I saw it on YouTube!

That would finally give us a way to deal with unit swarms on sea.
+2 / -0

10 years ago
Sorry DErankAdminmojjj, deleted for off-topic.

Anyway we considered this, and it's closer to the state TA/BA had. However, to get a full unit lineup you'd need to build like every factory. If you had like a Torpedo-shooting Slasher, and an underwater Reaper, you'd have to switch factories in order to counter units correctly: Or even to make one of every factroy to play sea properly. If each factory has one unit, it must be either a total generalist, or only provide narrow support for pre-existing army (Though to be fair, Hover and Amph already do this, being countered mostly by one or two domain-focused ships).

I want to do away with sea-domains, so I have been mulling the idea around for a while of Torpedoes hitting hovers. Sadly, even with a Torpedo hover, this does not solve the problem of Amphs themselves being mostly immune to surface weaponry and you only making only type of unit against them. So I am seriously thinking that all torpedo units should have to surface to fire. Subs have to surface, Ducks have to surface: So underwater is like Cloak, you must expose yourself to surface weaponry in order to fire. Torpedoes, then, become a way to hunt down fleeing units, stop enemies from bypassing defenses, a kind of anti-cloak weaponry (where you do not have running into enemies as a counter). Torpedoes units would have to be reworked of course to compensate for their surface vulnerability and for the fact that torpedoes themselves are not your mainstay DPS, they're just a way to force an engagement.

Sadly this also means no amphs would be able to move and fire, unless we changed them to move while floating (Which is way more complex, because right now a move order is a proxy for a sink order, and a fire order is a proxy for a float order: You'd need to switch state buttons to get a unit to sink in this system).
+4 / -0

10 years ago
quote:
at least one land factory (maybe even two) already have their amphibious options, in form of amphibious mobile shields (unsure about mobile cloakers)

Note that Aspis Kingpin / Eraser are available to all facs through Aegis Syndicate / Sneaky Peet morph, so that kinda doesn't count.
+0 / -0
quote:
Factories are dirt cheap.

quote:

Anyway we considered this, and it's closer to the state TA/BA had. However, to get a full unit lineup you'd need to build like every factory. If you had like a Torpedo-shooting Slasher, and an underwater Reaper, you'd have to switch factories in order to counter units correctly: Or even to make one of every factroy to play sea properly. If each factory has one unit, it must be either a total generalist, or only provide narrow support for pre-existing army (Though to be fair, Hover and Amph already do this, being countered mostly by one or two domain-focused ships).


These are my views. I think factories are cheap enough that in a teamgame situation you can build one to help out. Or you could have used hovers or amph to start with if you thought your ally would require help.
+0 / -0

10 years ago
@saktoth
well i just wanted to have some sort of cloaked water suicide unit (with AOE) .
but cloak and (under-)water dont like each other.
+0 / -0


10 years ago
Ability for naval units to interplay with underwater by switching states sounds interesting.

Imagine a submarine that can attack surface/air/ground targets and move faster when surfaced, move slower but be impervous to non-torp weapons when submerged, or capable of settling on sea bottom to gain stealth in exchange for immobility (and slow unpack)?
+0 / -0

10 years ago
One problem with this proposal is in fact that Subs would take AoE damage, so they would have to sink to the bottom to hide from it, but would still be quite vulnerable in shallows (Land pathable shallows would probably not allow subs to dive at all, which is probably fine IMO). A problem with very deep maps is that subs have a forward firing arc, and if this is too low they will not be able to fire at close targets.

So yeah there are plenty of things I've been trying to sort out about this proposal.
+0 / -0
Most land-pathable shallows don't allow subs to pass, so that one is almost certainly a non-issue ^^

Unsure if being surfaced would grant subs greater passability too.
+0 / -0

10 years ago
Isn't 18-20 water depth both sub and land passable (and that by design even, to allow e.g. the channels on Scorpio)?
+0 / -0


10 years ago
That's still a pretty narrow margin, and i'm not convinced a lot of maps will fit there.
+0 / -0

10 years ago
EErankAdminAnarchid

Many maps are designed with that narrow margin in-mind.

Anyhow, imho figuring out how to make the Sub/Amphib/Ship game not stink should probably happen before mixing in the land-labs.
+0 / -0


10 years ago
quote:
I want to do away with sea-domains

Can you explain what you mean by this, and why you want to do it?
+0 / -0
AUrankAdminSaktoth

Surface-to-fire (and work, Clams and Comms) works for me.

Would most units (subs included) even need torpedoes then? If underwater targets are harmless until they surface, underwater weaponry could be rare and special.
+0 / -0
10 years ago
Sea Domains:
hovers go above water, cannot be hit by torps
subs/amph go below water, cannot be hit by land weapons
+1 / -0
10 years ago
I would like to see more interesting sea units like a submersible outlaw, kamikaze boats, shielded ships and an eel (electric eel) anti heavy sub.
+2 / -0
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