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Skugg Supercomm Mod

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Maintained by NOrankskuggmodzer0
Last updated 12 months ago
Created 16 months ago
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This is an exploration of comms for which high-level upgrades are limited more by time than metal. If this behavior starts to have a meaningful effect far enough into the game, then comms can both be balanced and sane, and also imbalanced and OP, depending on how long the game has run. Mod grew out from: Super weaponized commanders?

As of this writing, the changes start to have an effect at the level 6->7 upgrade. The plan is for it to get serious at the 12->13 upgrade and beyond.

Freed from the constraints of game balance, SUPERCOMM is a mad mix of OP capabilities, here to end the game!


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This is an exploration of comms for which high-level upgrades are limited more by time than metal. If this behavior starts to have a meaningful effect far enough into the game, then comms can both be balanced and sane, and also imbalanced and OP, depending on how long the game has run. Mod grew out from: Super weaponized commanders?

As of this writing, the changes start to have an effect at the level 6->7 upgrade. The plan is for it to get serious at the 12->13 upgrade and beyond.

Freed from the constraints of game balance, SUPERCOMM is a mad mix of OP capabilities, here to end the game!
+1 / -0

16 months ago
I have uploaded v7, which has some issues, but appears to fix animation scaling for commanders that get oversized. (The recon has a wiggle-walk, but I think it always has. Should check.) At the same time, I believe the new changes correctly compensate for the effects of modules on commander movement, which (assuming I understood how things work) represents an improvement over base ZK.

It was not all that easy to pipe the needed information around.

I have spent some time looking into ways to improve the offensive potential of super-sized comms. Did not see any easy path except more damage and range boost. I do not want to add entirely new weapons. More feature upgrades could be good, but it is hard to apply widely because it requires new weapon definitions, which are finite.

I would like to add a module that directs 10% of reclaim of enemy units directly into upgrade build power. This would be the only way to level up faster, and might be an interesting game mechanic.
+0 / -0

16 months ago
I may have overstated how awesome the animation speed correction was for module effects. Current leading theory is that ZK already applies a correction, but I don't know how yet. Takes time to test and explore. Anyway, v8 is uploaded to get the engineer animation speed correctness on par with the other comms. (The engineer has some significant implementation differences.)

I'm about done with this particular bit of free time, so things are going to lay around a bit more, but IMO the general concept is in place if anyone would like to test it for relevance to regular ZK.
+0 / -0

12 months ago
I decided that the biggest problem with this effort is observeability, therefore I sunk a lot of hours into making a little widget that displays commander stats for all to see. No doubt imperfect, but the idea is to understand what the mod is doing.
+0 / -0