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B234733 2 on Avalanche-v2 (Multiplayer)

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Date Editor Before After
2/12/2014 12:27:52 PMEErankAdminAnarchid before revert after revert
2/12/2014 12:25:55 PMEErankAdminAnarchid before revert after revert
Before After
1 ZK has a lot of mantra going around reducing tedium with power of automation. 1 ZK has a lot of mantra going around reducing tedium with power of automation.
2 A lot o those things are actually generic Spring functionality, some are a buffed version of native Spring ui conventions, and many many are "cheat widgets" embraced by the game's philosophy of anti-qwoppiness. 2 A lot o those things are actually generic Spring functionality, some are a buffed version of native Spring ui conventions, and many many are "cheat widgets" embraced by the game's philosophy of anti-qwoppiness.
3 \n 3 \n
4 Notable examples: 4 Notable examples:
5 - area mex command 5 - area mex command
6 - area attack 6 - area attack
7 - area reclaim 7 - area reclaim
8 - area repair 8 - area repair
9 - area guard 9 - area guard
10 - factory repeat 10 - factory repeat
11 - infinite factory queue 11 - infinite factory queue
12 - orders for units leaving the factory, inc. fight-rally, patrol-rally, etc 12 - orders for units leaving the factory, inc. fight-rally, patrol-rally, etc
13 - unit states for factories to bestow upon units leaving factory 13 - unit states for factories to bestow upon units leaving factory
14 - custom formations 14 - custom formations
15 - unitAI (autoskirm, autoswarm) 15 - unitAI (autoskirm, autoswarm)
16 - newton ramp (once a "cheat", now you have a button on each newton) 16 - newton ramp (once a "cheat", now you have a button on each newton)
17 - overdrive doesn't require microing your metal converters and spreads energy investment optimally 17 - overdrive doesn't require microing your metal converters and spreads energy investment optimally
18 - units entering cloak state will mostly hold fire 18 - units entering cloak state will mostly hold fire
19 - you can set initial states for your units 19 - you can set initial states for your units
20 - communism sharing in teamgames 20 - communism sharing in teamgames
21 - automated energy sharing in teamgames when you excess and allies stall 21 - automated energy sharing in teamgames when you excess and allies stall
22 - tons of other stuff 22 - tons of other stuff
23 \n 23 \n
24 Having a widget to issue commands to your commander while game is still loading / counting down would reduce the hectic tedium of having to queue morph, fac, raider, 3mex, 2llt all at the same time. 24 Having a widget to issue commands to your commander while game is still loading / counting down would reduce the hectic tedium of having to queue morph, fac, raider, 3mex, 2llt all at the same time.
25 \n 25 \n
26 I can't see how it would harm the game if this was allowed by default. Thus far, though, it seems like @[2up]knorke has a three seconds advantage which doesn't seem to let him win. 26 I can't see how it would harm the game if this was allowed by default. Thus far, though, it seems like @[2up]knorke has a three seconds advantage which doesn't seem to let him win.
27 \n 27 \n
28 If other games stem this innovation and require you to play QWOP with your units and/or economy, IMO, it's their loss. 28 If other games stem this innovation and require you to play QWOP with your units and/or economy, IMO, it's their loss.
29 \n 29 \n
30 I see how manualness of control can be a selling point to some games. For instance, an automated Flappy Bird would actually play a bit different.
31 \n
32 I just don't see those games as good games, and i feel repulsed when i have to play them. I guess i have low tedium tolerance.
33 \n
30 (BTW i think BA has a widget like that, called Initial Queue) 34 (BTW i think BA has a widget like that, called Initial Queue)