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Feature request: remove iris/cornea from zk

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Date Editor Before After
2/13/2021 11:53:39 PMROrankForever before revert after revert
2/13/2021 11:46:57 PMROrankForever before revert after revert
2/13/2021 11:45:49 PMROrankForever before revert after revert
Before After
1 Time to bring back the modular units into the discussion as I always supported this many times. 1 Time to bring back the modular units into the discussion as I always supported this many times.
2 \n 2 \n
3 Why do we always have to think about nerf/buffs when we can modulate every single unit in the game with metal cost inflation/deflation. This way if you want cloaked anti-air or cloaked snitches you just pay more to have that kind of unit and you won't need to rely on iris/cornea. 3 Why do we always have to think about nerf/buffs when we can modulate every single unit in the game with metal cost inflation/deflation. This way if you want cloaked anti-air or cloaked snitches you just pay more to have that kind of unit and you won't need to rely on iris/cornea.
4 \n 4 \n
5 To give you an example: 5 To give you an example:
6 We have Krow 6 * We have Krow
7 We have Flea 7 * We have Flea
8 We have Paladin 8 * We have Paladin
9 We have Snitch 9 * We have Snitch
10 \n 10 \n
11 \n 11 \n
12 If I want a cloaked Krow we calculate the initial cost of 4500 metal and we add +10% of 4500 (initial cost) for each module. If I also want for the Krow to deal some kind of slow damage we add another +10% of its initial cost making it have the final price of 5400 metal. 12 If I want a cloaked Krow we calculate the initial cost of 4500 metal and we add +10% of 4500 (initial cost) for each module. If I also want for the Krow to deal some kind of slow damage we add another +10% of its initial cost making it have the final price of 5400 metal.
13 \n 13 \n
14 If I want for the flea to detect invisible units by choosing the new decloaking module (which decloaks units from a bigger range) I will just add +10% more for its initial cost of 25 metal. so 25 metal +2.5 will result in 27.5 costs of the new modular flea. 14 If I want for the flea to detect invisible units by choosing the new decloaking module (which decloaks units from a bigger range) I will just add +10% more for its initial cost of 25 metal. so 25 metal +2.5 will result in 27.5 costs of the new modular flea.
15 \n 15 \n
16 If I want the Paladin to get an outlaw module and a small shield module it will result in a +20% initial cost increase. Thus the Paladin will be 12000 instead of the original 10000. 16 If I want the Paladin to get an outlaw module and a small shield module it will result in a +20% initial cost increase. Thus the Paladin will be 12000 instead of the original 10000.
17 \n 17 \n
18 Now we scale every single module into the game in the similar way I mentioned above for every single unit and in the factories that we have, we will just have a vanilla frame where we can modify interactively in the game and add/remove stuff to the new units and then make them. 18 Now we scale every single module into the game in the similar way I mentioned above for every single unit and in the factories that we have, we will just have a vanilla frame where we can modify interactively in the game and add/remove stuff to the new units and then make them.
19 \n 19 \n
20 The modulation of all units in Zero-K will bring new tactics and will present us with tons of options from where we can choose. We just have to fixate every unique module that units have in Zero-K so we can have a good perspective on how they will impact the units. As long as he has standard modules and counters for these modules we won't have any kind of issues whatsoever. 20 The modulation of all units in Zero-K will bring new tactics and will present us with tons of options from where we can choose. We just have to fixate every unique module that units have in Zero-K so we can have a good perspective on how they will impact the units. As long as he has standard modules and counters for these modules we won't have any kind of issues whatsoever.
21 \n 21 \n
22 So these are the unique modules that we are currently using in the game in all the varied units: 22 So these are the unique modules that we are currently using in the game in all the varied units:
23 \n 23 \n
24 [size=5][B]Main modules:[/B][/size] 24 [size=5][B]Main modules:[/B][/size]
25 Cloaking module 25 * Cloaking module
26 Shield module 26 * Shield module
27 Capture module 27 * Capture module
28 Multiply module 28 * Multiply module
29 Stationary damage reduction module 29 * Stationary damage reduction module
30 Jump module 30 * Jump module
31 Teleport module 31 * Teleport module
32 Radar module 32 * Radar module
33 \n 33 \n
34 [size=5][B]Damage types:[/B][/size] 34 [size=5][B]Damage types:[/B][/size]
35 Slow dmg module 35 * Slow dmg module
36 Emp dmg module 36 * Emp dmg module
37 Disarm dmg module 37 * Disarm dmg module
38 Fire dmg module 38 * Fire dmg module
39 Water dmg module 39 * Water dmg module
40 Gravity dmg module 40 * Gravity dmg module
41 \n 41 \n
42 [size=5][B]Counter and immunity modules:[/B][/size] 42 [size=5][B]Counter and immunity modules:[/B][/size]
43 Anti-cloaking module 43 * Anti-cloaking module
44 Anti-radar module 44 * Anti-radar module
45 Anti-teleport module 45 * Anti-teleport module
46 Slow immune 46 * Slow immune
47 Emp immune 47 * Emp immune
48 Disarm immune 48 * Disarm immune
49 Fire immune 49 * Fire immune
50 Water immune 50 * Water immune
51 Gravity immune 51 * Gravity immune