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Heat for hover cons

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Date Editor Before After
2/20/2022 7:22:56 AMAUrankAdminGoogleFrog before revert after revert
2/20/2022 7:22:21 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [q]I might have read your post 3 times to fully understand it. So basically it adds a heat bar to the unit, causing players to focus on the bar, however the bar only accounts to and increase of 6.9 BP. it tells people that using the unit is bad, when the opposite is true. A skilled player may be able to optimize the extra 6.9BP; however, a new player should completely ignore this ability and treat the Quill as a normal con and forget about its heat. [/q] 1 [q]I might have read your post 3 times to fully understand it. So basically it adds a heat bar to the unit, causing players to focus on the bar, however the bar only accounts to and increase of 6.9 BP. it tells people that using the unit is bad, when the opposite is true. A skilled player may be able to optimize the extra 6.9BP; however, a new player should completely ignore this ability and treat the Quill as a normal con and forget about its heat. [/q]
2 It isn't specifically telling people that the unit is bad or good due to the heat. The problem is that the prominence of heat is telling people that Quill heat is about as important as heat for Stardust. Or more broadly, that heat is about as important as other mechanics that get a healthbar ( like goo, or special weapon reload) . These fairl rate healthbars reflect mechanics vital to the function of their respective units. Meanwhile, heat on Quill has an effect on the order of minor differences in animation speed. 2 It isn't specifically telling people that the unit is bad or good due to the heat. The problem is that the prominence of heat is telling people that Quill heat is about as important as heat for Stardust. Or more broadly, that heat is about as important as other mechanics that get a healthbar ( like goo, or special weapon reload) . These fairly rare healthbars reflect mechanics vital to the function of their respective units. Meanwhile, heat on Quill has an effect on the order of minor differences in animation speed.
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4 Also, on terminology, heat Quill doesn't have 6.9 BP or an increase of 6.9 BP. Buildpower is a rate of income, like how Solar have an income of two energy. Heat increases the amount of 'work' Quill can burst by 6.9, where units cost an equal ratio of work, metal and energy. 4 Also, on terminology, heat Quill doesn't have 6.9 BP or an increase of 6.9 BP. Buildpower is a rate of income, like how Solar have an income of two energy. Heat increases the amount of 'work' Quill can burst by 6.9, where units cost an equal ratio of work, metal and energy.
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6 [q]Each factory has basically units of all classes, though they have their unique characteristics. Cons on the other hand are basically the same with few exceptions and their stats. All provide constant BP, so I was trying something new to change this. All cons are required to fulfill a few basic needs, but there should be another way to accomplish this other then a constant BP. Would a high Burst BP with a long reload time be better? Other weapons (if you consider BP a weapon) are similar, especially for hover. If we try this, reloading should cost resources, and not the actual burst, as having 20 - 50 metal in reserve to use this burst BP would be very limiting. [/q] 6 [q]Each factory has basically units of all classes, though they have their unique characteristics. Cons on the other hand are basically the same with few exceptions and their stats. All provide constant BP, so I was trying something new to change this. All cons are required to fulfill a few basic needs, but there should be another way to accomplish this other then a constant BP. Would a high Burst BP with a long reload time be better? Other weapons (if you consider BP a weapon) are similar, especially for hover. If we try this, reloading should cost resources, and not the actual burst, as having 20 - 50 metal in reserve to use this burst BP would be very limiting. [/q]
7 I think all cons having constant BP is a good thing. The economy is generally one of flows rather than bursts. Having constructors with fluctuating BP in the background is going to introduce weirdness in the global resource pull numbers, adding needless confusion. BP has more constraints on its complexity than weapons because it interacts with global resources and prorated build rates across the whole map. Weapons just fire locally and don't cost anything, so are more free to work in weird ways. Some sort of BP burst ability or stockpileable boost would be better than heat, but I still think they would not be good. 7 I think all cons having constant BP is a good thing. The economy is generally one of flows rather than bursts. Having constructors with fluctuating BP in the background is going to introduce weirdness in the global resource pull numbers, adding needless confusion. BP has more constraints on its complexity than weapons because it interacts with global resources and prorated build rates across the whole map. Weapons just fire locally and don't cost anything, so are more free to work in weird ways. Some sort of BP burst ability or stockpileable boost would be better than heat, but I still think they would not be good.
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9 I'll talk later about the comments on the PR too, so it's all in one place. 9 I'll talk later about the comments on the PR too, so it's all in one place.