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

Post edit history

Introducing Zero-K Experiments

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
3/20/2016 6:11:42 PMCNrankqwerty3w before revert after revert
3/20/2016 6:10:38 PMCNrankqwerty3w before revert after revert
3/20/2016 6:03:44 PMCNrankqwerty3w before revert after revert
3/20/2016 6:01:51 PMCNrankqwerty3w before revert after revert
3/20/2016 6:01:03 PMCNrankqwerty3w before revert after revert
3/20/2016 6:00:08 PMCNrankqwerty3w before revert after revert
Before After
1 ivand: 1 ivand:
2 \n 2 \n
3 1.If it is possible in engine, perhaps disable the nanolathe of land units when they are underwater too, not just weapon. Or halve the BP when they are underwater. 3 1.If it is possible in engine, perhaps disable the nanolathe of land units when they are underwater too, not just weapon. Or halve the BP when they are underwater.
4 \n 4 \n
5 3.Not having "destory BP to cause metal excess" is a loss, but allowing the players to be more inconsistent in resource spending would be good for the variety of strategies too, so I think it is probably a worthy trade-off. 5 3.Not having "destory BP to cause metal excess" is a loss, but allowing the players to be more inconsistent in resource spending would be good for the variety of strategies too, so I think it is probably a worthy trade-off.
6 6
7 If you think it is better to keep the current resource management, then I would really like to see the storages become more cost worthy, like make them mobile and cloakable so we can see them in games more often. 7 If you think it is better to keep the current resource management, then I would really like to see the storages become more cost worthy, like make them mobile and cloakable so we can see them in games more often.
8 \n 8 \n
9 4. You might be able to compensate that by reducing the hitpoints of factories so the players can kill the factories more often. Or making the factories morphable, the initial free factory could be a upgraded version, and the pre-morph factories are cheaper but lack some of the hp, bp, or units. 9 4. You might be able to compensate that by reducing the hitpoints of factories so the players can kill the factories more often. Or making the factories morphable, the initial free factory could be a morphed version, and the pre-morph factories are cheaper but lack some of the hp, bp, or units.
10 \n 10 \n
11 5.Most AA units are generalists partly because the players usually stick to a single land factory for the most part of a game, it would be less a necessity if the other land units are more accessible. 11 5.Most AA units are generalists partly because the players usually stick to a single land factory for the most part of a game, it would be less a necessity if the other land units are more accessible.