Loading...
  OR  Zero-K Name:    Password:   

Morph techtree and XP

160 posts, 6980 views
Post comment
Filter:    Player:  
Page of 8 (160 records)
sort
9 years ago
I made that morph map based on veterancy morphing.
The only 'free' morphs are the radar morphs, and the newton/faraday/stardust triad which are literally free.

A 'simple check' to see if "unit footprint overlaps" and "unit valid on terrain at unit's current coordinates" should grey out the morph option.

Newton/Faraday/Stardust 'free as in free beer' morphing is to allow for adaptive defensive plays, assuming you can buy yourself the time needed for the morph and can spare the energy for the morph.
+0 / -0

9 years ago
Because if the radar needs to shut down while morphing, and especially if you cannot assist the morph so it takes some time, then most of the time I'd rather build a new Advanced Radar next to it, then reclaim the old one, rather than risk being left without radar coverage at a critical moment.

This doesn't apply to geos as (AFAIK?) the same thing isn't possible due to limited emplacement (and probably matters less).
+0 / -0
9 years ago
FRrankBlueTemplar

It's a tradeoff, run the risk of a morph, or deal with the hassle of getting a constructor to do the job, assuming you even have a constructors free?

All morphs should be able to complete themselves in a timely fashion, such that morphs could be considered viable in spite of the option of building a new unit with loads of BP assisting.
The non-strider morphs should take only 30 seconds each, and have the BP required to make that happen. Radar should be 15 second morph. Anni and DDM should be 60 second morphs. Strider morphs should have 100 BP across the board.
+1 / -0
Oh, as a side note, the morphing process grants EMP immunity and cleanses any accumulated EMP damage. Note that you cannot start a morph while EMPed and that combat morph (ie. Commanders) does not do that.

Not sure whether to add to the main post because it's a bug, but it seems pretty powerful and is an effect of morph nonetheless. For example, rank 3 heavies who have more than 8000 current health effectively get Spy immunity; you can even tank Shockleys/Spies if you see them coming and know the target (prime example being Aegis which is a good Shockley target and has morph always available).
+2 / -0

9 years ago
PLrankAdminSprung

Anyone who votes to fix XP morphs should have to open up the lua and fix that bug and any other tedious XP-morph bugs that may exist.
+1 / -0


9 years ago
PLrankAdminSprung those bugs bring up a good point. I don't think anyone wants to fix them.
+1 / -0
The designed morphs (Shields, Area Cloakers and Geo) still suffer from this, though. Geo might be somewhat easy to fix (and EMP isn't super important in its case), but for the others some alternative solution would be needed.

How about removing Sneaky Peet and Aegis, and just making the mobiles buildable by cons? The efficiency they provide isn't really that good:

Aegis offers
* cost 550 -> 480
* shield energy regeneration cost 12 -> 9 (equivalent to 105m worth of Solars)
Note that the regen cost does not apply for full-health shields - full shields both have the minuscule 1.5 upkeep (which is also present during regen, making these 13.5 / 10.5). It would not be difficult to give Aspis a Crabe-like curl ability which gives some benefits to offset the removal if it is needed (but I doubt).

Sneaky Peet offers
* cost 600 -> 480
* cloak upkeep 15 -> 12 (105m of Solars)
* area 440 -> 550
* personal cloak (Eraser does not have personal cloak!)
The raw stats improvement is a bit better than in the area shields case, but remember that you cannot cloak buildings, that noone uses it for the jammer component due to the superior areacloak, and that it becomes useless when scouted.
+0 / -0


9 years ago
Removing the static bonuses for shields and cloakers is not an option. You forgot:
  • Inability to move vertically
  • Significant decloak radius difference between static and mobile cloaker.
  • The difference between 440 and 550 radius is large.
  • It takes 30 seconds to move between states.
  • Structures cannot be moved accidentally (like Crabe).
  • Structures cannot be pushed by other units.
+1 / -0


9 years ago
quote:
* cloak upkeep 15 -> 12 (50m of Solars)

unsure.jpg
+1 / -0
Skasi
105m of Solars*
+1 / -0
420m of Solars*

What were u sniffing Skasi? QQ
420m(etal?) of solars => 6 solars => 12Eps...

You can't even make 2 full solars for 105metal ;o
+0 / -0
Skasi
9 years ago
PLrankFailer stop failing.
15e - 12e = 3e
3e / 2e = 1.5
70m * 1.5 = 105m
+4 / -0
9 years ago
Shush, my right is miner than yours.
+0 / -0


9 years ago
Failers gonna fail
+2 / -0

9 years ago
Miner?

I didn't think anyone played the ore mex mod option anymore!
+0 / -0

9 years ago
Only makes sense if mexes are very expensive I guess?
+0 / -0

9 years ago
The XP morphs are no more. Resistance is futile.
+2 / -1

9 years ago
And I didn't have time to roleplay a flea/bandit morphing all the way to funnelweb/detriment... TT
+0 / -0

9 years ago
quote:
The XP morphs are no more. Resistance is futile.


Sometimes developer's power deserve better application than continuous gameplay flattening.
+1 / -0

9 years ago
It's perhaps better to leave morphs alone as legacy to inspire someone, somewhere in the future, to redesign it, than to scap them and allow them to become lost in time, like .. tears in the rain...
+5 / -0
Page of 8 (160 records)