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Unlock the potential of SEA: a Pitch for new additions

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Date Editor Before After
5/23/2022 3:42:52 AMAUrankAdminAquanim before revert after revert
5/23/2022 3:42:08 AMAUrankAdminAquanim before revert after revert
5/23/2022 3:41:21 AMAUrankAdminAquanim before revert after revert
5/23/2022 3:41:13 AMAUrankAdminAquanim before revert after revert
5/23/2022 3:40:38 AMAUrankAdminAquanim before revert after revert
Before After
1 [quote]Shipfact2 seems less fun than land-sea factories that work in multiple domains.[/quote] 1 [quote]Shipfact2 seems less fun than land-sea factories that work in multiple domains.[/quote]
2 There's a difficult balancing act with hybrid land-sea factories; for the balance to work across a reasonable variety of maps, the hybrid factories like amph/hover need to be quite a bit worse (or at least, less able to stand alone) at sea compared to the ship factor(y/ies). 2 There's a difficult balancing act with hybrid land-sea factories; for the balance to work across a reasonable variety of maps, the hybrid factories like amph/hover need to be quite a bit worse (or at least, less able to stand alone) at sea compared to the ship factor(y/ies).
3 \n 3 \n
4 I think there is scope for a new sea factory to have a bit more capability on land than the existing ship factory ( for example, a hybrid assault unit that helps to expand a foothold for a beach landing) , but making it another fully hybrid factory like amph/hover seems like it is making that space pretty crowded, without increasing the variety of plops in 1v1 games on mostly-water maps. 4 I think there is scope for a new sea factory to have a bit more capability on land than the existing ship factory ( for example, a hybrid-terrain assault unit that helps to expand a foothold for a beach landing) , but making it another fully hybrid factory like amph/hover seems like it is making that space pretty crowded, without increasing the variety of plops in 1v1 games on mostly-water maps.