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Dynamic unit cost

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Date Editor Before After
6/15/2016 5:23:08 PMCArankAdminShadowfury333 before revert after revert
6/15/2016 5:22:35 PMCArankAdminShadowfury333 before revert after revert
Before After
1 For the record, Rise of Nations' units were indeed very strongly typed and type countered. If you follow all the "strong against" text you get a few connected cycles, with the main one being 4 units long. I don't know why BHG went with that system, because a strongly type countered system would encourage people to differentiate anyway, otherwise monospam is trivially countered. My guess was to make it much more obvious that monospam isn't a good idea. 1 For the record, Rise of Nations' units were indeed very strongly typed and type countered. If you follow all the "strong against" text you get a few connected cycles, with the main one being 4 units long. I don't know why BHG went with that system, because a strongly type countered system would encourage people to differentiate anyway, otherwise monospam is trivially countered. My guess was to make it much more obvious that monospam isn't a good idea.
2 \n 2 \n
3 As for an upkeep idea, WC3 reduced your gold income at thresholds ( +10 < 40/50 units, +7 < 70/80 units, +4 otherwise, second unit value is for the expansion) , which is basically the only way you can without streaming economy. Since ZK uses a streaming economy, the better question is really "should ZK go back to a TA-style, though possibly simplified to be constant rather than when moving or shooting, energy upkeep per unit?" 3 As for an upkeep idea, WC3 reduced your gold income at thresholds ( +10 < 40/50 units, +7 < 70/80 units, +4 otherwise, second unit value is for the expansion) , which is basically the only way you can without streaming economy. Since ZK uses a streaming economy, the better question is really "should ZK go back to a TA-style, though possibly simplified to be constant rather than when moving or shooting, energy ( and/or metal) upkeep expenditure per unit?"