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Moar commander slots

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8 years ago
Multitude of comm configuration options makes that six slots arent enough, at least in my case. Please, extend it to 10 slots or more...
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8 years ago
Something I think might also be cool is multiple morph options on commanders, so you can equip a couple different paths to go down from level 1.
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8 years ago
Also, weren't people saying they did't like 4 com slots, and wanted 6 or so?
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8 years ago
we have 4 com models.

Even if you want a chicken com and a slot to try your setups, then you have one slot for each com model.

That's ENOUGH !!!

If you need more than that - why do you need them?

Remove your slow commanders ( 3 at all ) - slow got nerfed and is really shitty now ;)
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8 years ago
yeah 6 is enough for me too :)
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8 years ago
No. For example, Emperor need:
- general battle comm
- battle comm to tiny maps (like duck or TinySkirmish)
- builder comm
- sea comm
- mixed support comm (jammer/shield/sniper)
- artillery comm
- pure artillery comm
- dgun comm
- fast jumper comm
- balanced strike comm
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8 years ago
- general battle comm
what's "general"?

- battle comm to tiny maps (like duck or TinySkirmish)
less range more dps?

- builder comm
- sea comm
aren't that exact the same setups?
ok maybe there is a chicken com and the sea com has shield/cloak and drones.
But isn't that more a support com witch overlaps with the "general" com or the "mixed support com"?

- mixed support comm (jammer/shield/sniper)

- artillery comm
- pure artillery comm
if you put the arty module at level 3 and 4 you will get both in one setup.
if you have the boosters for 2 different weapons it isn't really effective any more - especially arty coms.

- dgun comm
- balanced strike comm
dgun com with HMG and range boosters is a fine "balanced strike" and "dgun" both ;)
maybe send an Aspis and a Jack with it.

- fast jumper comm

If you can join both arty setups, dgun and balanced strike or the builder and ( sea or support ) com together it should fit your needs.
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8 years ago
This post is a curiosity. I dont need advices from you, and I dont want.

6 is too small number for commander setups IMO. Would be great if it could be changed.
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8 years ago
your reliability upon com is comical try use the other units the game provide instead of trying to change the game into the other spring games available.
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8 years ago
Where did i said that i rely much on comms? Also what thing exactly i suggest which is try to change 0k into other spring mods?
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8 years ago
The fact you need more commander slots and want more modules indicates this..... it is quite clear you understand you think your better at other mods and have admitted this multiple times while you continue to whinge at the way zero-k is played..... how about you just stick with the current system here instead of trying to change it with your whinging at every opportunity?
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8 years ago
But skuzzi. Number of commander slots doesnt affect gameplay in any matter. And if We would ask to change resource bars/ui buttons/something then you would say that We want to change 0k to other mods? lol
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8 years ago
Take Zero-K and mod the mod till it's a RPG-Egoshooter !!!

But 1.5 times of the slots of com models is enough.

As many slots as we have weapons are enough.

And don't tell me that there is any real difference between heat rays and laser!!!

Choose one at your energy cell com and the others where you want to have expensive stuff and anything is fine.
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7 years ago
Why not just get rid of maximum number? How much size do com configuration file sizes take on a server's hard disk anyway? All the com names will just be laid out in front of the player in list format when game starts, and player clicks on one to see modules, and double clicks to choose.

They will be in that same layout on player page.
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7 years ago
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7 years ago
It's still a valid question. I think there are 3 things that summarise the problems(or tasks) surrounding commander count.


Site UI
Someone has to code the commander page to accept more commanders. This could be done with a button that adds another commander mini-page.

Game UI
With the current selection screen 6 is just about the limit. Any more and a compact menu is required. The system could even switch to the compact menu if you have more than 6 comms.

Unit type limit
Each commander morph is a distinct unit type that is generated on game start based on the data set through Springie. With 6 comms and 4 morphs each player creates 24 units. If you have 20 players there are 480 extra units. Now I don't know how many unit types Spring can handle but I can say it won't be infinite. So there has to be some limit of commanders per player.
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{redacted}
7 years ago
ZOMG I had an awesome idea!! Remove shitty hero commander crap. DUH!
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7 years ago
Shoo, Skasi, and your propaganda!

It's sort of interesting to not have an infinite number of comm slots. Currently you can't have every kind of comm for every situation, so the comms have to be somewhat generalist.
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{redacted}
7 years ago
Shoo Antero and your "commanders are interesting" lie.

Y'know what would be better? If players were able to configure their commanders ingame before reading up. This way they could decide as a team what they wanna do. It's probably a little technical problem though.

Another option would be to let players configure their commander through the lobby before using the !start command.

Optionally the whole "pregame" part can be done in the lobby: Teams are locked and players can pick starting positions, configure commanders, discuss plans, etc (it needs sth. like lobby-ally-chat) before using !start.
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7 years ago
Thats why ingame "READY" is for, you can even draw your plan on map...
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