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Proposal: New Commander Morph System

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Date Editor Before After
6/24/2019 3:08:54 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I'll start on some minor details, as they are easiest. 1 I'll start on some minor details, as they are easiest.
2 [quote]The next concern is that energy generation is tremendously less valuable if it is not connected to mexes. Ungridded energy generators are essentially of no value as long as you already have a net positive energy income; if your energy bar is full and is going to stay full, then there is no point to adding generators that aren't and can't be used to power overdrive.[/quote]This is untrue. Well, it is true if by "net positive energy income" you mean that the team has maxed grids and is excessing energy, but I don't expect that is what you mean. In this example: 2 [quote]The next concern is that energy generation is tremendously less valuable if it is not connected to mexes. Ungridded energy generators are essentially of no value as long as you already have a net positive energy income; if your energy bar is full and is going to stay full, then there is no point to adding generators that aren't and can't be used to power overdrive.[/quote]This is untrue. Well, it is true if by "net positive energy income" you mean that the team has maxed grids and is excessing energy, but I don't expect that is what you mean. In this example:
3 * 200 total energy income. 3 * 200 total energy income.
4 * 10 ungriddable energy income. The rest of your energy is linked to mexes. 4 * 10 ungriddable energy income. The rest of your energy is linked to mexes.
5 * 50 non-overdrive energy expenditure. 5 * 50 non-overdrive energy expenditure.
6 An additional 40 ungriddable energy income would be useful. It would result in more metal income. If you have a single unified energy grid, then an additional 40 energy income results in the same increase in overdrive metal regardless of whether it is gridded. 6 An additional 40 ungriddable energy income would be useful. It would result in more metal income. If you have a single unified energy grid, then an additional 40 energy income results in the same increase in overdrive metal regardless of whether it is gridded.
7 \n 7 \n
8 Anyway, while technically incorrect, you may have a point with the numbers you provide. In a teamgame I can well imagine a few +27 energy commanders (for only 1200 metal each) putting a team into energy excess. A commrush in 1v1 would also do this. I figure there are two options: 8 Anyway, while technically incorrect, you may have a point with the numbers you provide. In a teamgame I can well imagine a few +27 energy commanders (for only 1200 metal each) putting a team into energy excess. A commrush in 1v1 would also do this. I figure there are two options:
9 * Embrace the energy excess and use it as a way to disincentive early commander rushes. If you morph really early then you effectively miss out of the economic benefit until you can spend the energy. 9 * Embrace the energy excess and use it as a way to disincentive early commander rushes. If you morph really early then you effectively miss out of the economic benefit until you can spend the energy.
10 * Turn some of the energy income into metal income. If your intention is for the energy to be used in overdrive then this is approximately equivalent. 10 * Turn some of the energy income into metal income. If your intention is for the energy to be used in overdrive then this is approximately equivalent.
11 In either case, expect to see a lot more commanders paired with area shields or cloakers. 11 In either case, expect to see a lot more commanders paired with area shields or cloakers.
12 \n 12 \n
13 Some other quick points: 13 Some other quick points:
14 * How do you plan on implementing a increase of only 450 in unit value at level 4 when the number of weapons on the commander doubles? Are each of the tiers of weapons highly impactful? How do we show this distinction visually? 14 * How do you plan on implementing a increase of only 450 in unit value at level 4 when the number of weapons on the commander doubles? Are each of the tiers of weapons highly impactful? How do we show this distinction visually?
15 * Build power is part of combat power. It cannot be ignored. In serious combat a commander should either be building or moving. The amount of HP and DPS you gain by plopping Lotus is significant. 15 * Build power is part of combat power. It cannot be ignored. In serious combat a commander should either be building or moving. The amount of HP and DPS you gain by plopping Lotus is significant.
16 * I hope your tracks have the flexibility to, for example, not upgrade one of the choices picked at level 2 and instead take a choice made at level 3 to Ultra. 16 * I hope your tracks have the flexibility to, for example, not upgrade one of the choices picked at level 2 and instead take a choice made at level 3 to Ultra.
17 * What is happening to jumpjets?