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

Post edit history

Unlock the potential of SEA: a Pitch for new additions

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
5/22/2022 4:31:09 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 I can write more later, but for now here are the two main things I think we've learned about underwater units over various iterations: 1 I can write more later, but for now here are the two main things I think we've learned about underwater units over various iterations:
2 * The longest range underwater unit is at great risk of being OP. This is because underwater units are protected from the usual sources of AoE attrition, such as Bertha, Shogun, and Likho. Balls of Serpent and midrange Scallop were big issues that only seemed solvable by adding a lot of longer ranged surface-to-underwater weapons, which would eventually remove the whole distinct feel of being underwater. 2 * The longest range underwater unit is at great risk of being OP. This is because underwater units are protected from the usual sources of AoE attrition, such as Bertha, Shogun, and Likho. Balls of Serpent and midrange Scallop were big issues that only seemed solvable by adding a lot of longer ranged surface-to-underwater weapons, which would eventually remove the whole distinct feel of being underwater.
3 * Controlling and parsing underwater combat situations is finicky and difficult. Variation in sea floor terrain is difficult to see, so most maps avoid it. It is hard to judge the trajectory of Ronin-style dumbfire torpedoes when they are shot between forces on the surface and sea floor. Effective AoE ranges are difficult to judge between the two separate planes, and the balance of AoE can change depending on depth, which is not really visible to the player. 3 * Controlling and parsing underwater combat situations is finicky and difficult. Variation in sea floor terrain is difficult to see, so most maps avoid it. It is hard to judge the trajectory of Ronin-style dumbfire torpedoes when they are shot between forces on the surface and sea floor. Effective AoE ranges are difficult to judge between the two separate planes, and the balance of AoE can change depending on depth, which is not really visible to the player.
4 \n 4 \n
5 Basically, there are good reasons behind all the slow moving projectiles in sea being homing torpedoes, and all the units that shoot while underwater having short range. 5 Basically, there are good reasons behind all the slow moving projectiles in sea being homing torpedoes, and all the units that shoot while underwater having short range.
6 \n 6 \n
7 On assaults in sea, Corsair is pretty good as an assault. It isn't quite as tanky as a standard assault, but it is quite fast and deals a lot of damage. It beats Siren. 7 On assaults in sea, Corsair is pretty good as an assault. It isn't quite as tanky as a standard assault, but it is quite fast and deals a lot of damage. It beats Siren.
8 \n 8 \n
9 Anyway, feel free to make a mod for expanded sea to try out your ideas. Lots of models from land units exist, and test maps can be generated by changing the sea level on land maps. 9 Anyway, feel free to make a mod for expanded sea to try out your ideas. I'm not saying the issues are insurmountable, just that they are pretty large. Lots of models from land units exist, and test maps can be generated by changing the sea level on land maps.
10 \n 10 \n
11 @Dave[tB] in my experience Seawolf isn't powerful enough to form a full third of an RPS triangle. Swarms of Seawolf can achieve particular goals against an opponent that has left themselves open, but generally Seawolf seems to be pretty inefficient compared to the rest of sea, so I think most of the ship game happens on the surface. Seawolf is meant to be a bit of a mix of a bomber and Scythe. If it was forming the backbone of an army throughout the game then I'd say something was wrong, but it doesn't seem to be doing that. 11 @Dave[tB] in my experience Seawolf isn't powerful enough to form a full third of an RPS triangle. Swarms of Seawolf can achieve particular goals against an opponent that has left themselves open, but generally Seawolf seems to be pretty inefficient compared to the rest of sea, so I think most of the ship game happens on the surface. Seawolf is meant to be a bit of a mix of a bomber and Scythe. If it was forming the backbone of an army throughout the game then I'd say something was wrong, but it doesn't seem to be doing that.