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Zero-K v1.3.6.1

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Date Editor Before After
6/22/2015 7:47:11 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 The point was: 1 The point was:
2 1. I had to do something. 2 1. I had to do something.
3 2. UI 3 2. UI
4 3. Interaction/Choice/Subtlety. 4 3. Interaction/Choice/Subtlety.
5 4. Buffing antinuke is not a problem. 5 4. Buffing antinuke is not a problem.
6 \n 6 \n
7 1. Antinukes were broken and some sort of helper gadget was required to make them work. It took a bit more work to make flyover intersection instead of point target intersection but some work had to be done and I think it was worth it. 7 1. Antinukes were broken and some sort of helper gadget was required to make them work. It took a bit more work to make flyover intersection instead of point target intersection but some work had to be done and I think it was worth it.
8 \n 8 \n
9 2. The antinuke UI used to be bad. It annoyed me that it was perfectly knowable whether a scouted antinuke would be intercepted but this knowledge was not indicated by the UI. The static circles were a mix of guesswork and application of safe margins. The new UI is 'interactive' in that it teaches people about antinukes by highlighting the enemy antinukes when giving the relevant order (firing a nuke) and indicating whether interception would occur. 9 2. The antinuke UI used to be bad. It annoyed me that it was perfectly knowable whether a scouted antinuke would be intercepted but this knowledge was not indicated by the UI. The static circles were a mix of guesswork and application of safe margins. The new UI is 'interactive' in that it teaches people about antinukes by highlighting the enemy antinukes when giving the relevant order (firing a nuke) and indicating whether interception would occur.
10 \n 10 \n
11 3. Flyover intersection adds subtle choices to the system. People may now want to consider silo placement in order to get the best approach or force the most antinukes in response. Of course the choice may be lost of many people but that is ok. Antinukes have choices too; further forwards antinukes are risker but cover more. Previously if you wanted to protect a base you had to make an antinuke fairly close to it. Now there is more risk/reward. These are good choices to have in ZK. 11 3. Flyover intersection adds subtle choices to the system. People may now want to consider silo placement in order to get the best approach or force the most antinukes in response. Of course the choice may ignored by many people but that is ok. Antinukes have choices too; further forwards antinukes are risker but cover more. Previously if you wanted to protect a base you had to make an antinuke fairly close to it. Now there is more risk/reward. These are good choices to have in ZK. They are not vital choices but they reward attention to detail. This is where depth comes from.
12 \n 12 \n
13 4. Compared to the benefits above, a buff to antinuke is not a bad thing. This also somewhat equalizes antinukes between different map sizes. 13 4. Compared to the benefits above, a buff to antinuke is not a bad thing. This also somewhat equalizes antinukes between different map sizes.