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Ways to make Sea Fun

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Date Editor Before After
7/27/2014 4:16:56 PMPLrankAdminSprung before revert after revert
Before After
1 My 2c: 1 My 2c:
2 Sea is bound to be less interesting tha land due to terrain (or rather, lack thereof). The surface is always flat and 99% of existing water maps also have flat oceanfloors. 2 Sea is bound to be less interesting tha land due to terrain (or rather, lack thereof). The surface is always flat and 99% of existing water maps also have flat oceanfloors.
3 \n 3 \n
4 Current sea isn't interesting partially due to Duck monoculture. Amph has no real underwater counter to Duck (apart from own Ducks, but that obviously doesn't count). Since there are only 2 amphs that can fire underwater (Duck & Scallop) there can be no RPS triangle. Therefore, some third amph needs to be able to fight submerged. Now, Archer overlaps with Scallop on land (riot), seems kinda crappy when floating (low range, immobile, targetable by surface weapons) and is useless underwater (can't even shoot). Why not make Archer the underwater Duck counter? 4 Current sea isn't interesting partially due to Duck monoculture. Amph has no real underwater counter to Duck (apart from own Ducks, but that obviously doesn't count). Since there are only 2 amphs that can fire underwater (Duck & Scallop) there can be no RPS triangle. Therefore, some third amph needs to be able to fight submerged. Now, Archer overlaps with Scallop on land (riot), seems kinda crappy when floating (low range, immobile, targetable by surface weapons) and is useless underwater (can't even shoot). Why not make Archer the underwater Duck counter?
5 \n 5 \n
6 Considering Archer has water-based weaponry and has a water tank, I came up with two ideas: 6 Considering Archer has water-based weaponry and has a water tank, I came up with two ideas:
7 \n 7 \n
8 1) Make it create waves in the water, Outlaw style. 8 1) Make it create waves in the water, Outlaw style.
9 + completes the underwater RPS triangle 9 + completes the underwater RPS triangle
10 + gives an obsolete unit a role 10 + gives an obsolete unit a role
11 + easy to implement (steal Outlaw) 11 + easy to implement (steal Outlaw)
12 + can have different effects to Outlaw (dunno, prolly impulse like the land guns?) to make it unique instead of an Outlaw clone 12 + can have different effects to Outlaw (dunno, prolly impulse like the land guns?) to make it unique instead of an Outlaw clone
13 + somewhat interesting (Outlaw mechanic doesn't exist in the sea yet) 13 + somewhat interesting (Outlaw mechanic doesn't exist in the sea yet)
14 + fluff-wise makes sense 14 + fluff-wise makes sense
15 + could be made to work with the water tank mechanic 15 + could be made to work with the water tank mechanic
16 -/+ won't affect land (I don't want to touch land but apparently Amph kinda sucks there) 16 -/+ won't affect land (I don't want to touch land but apparently Amph kinda sucks there)
17 - affects surface balance somewhat - at low depth and when floating up waves can reach sufrace 17 - affects surface balance somewhat - at low depth and when floating up waves can reach sufrace
18 - Archer already has interesting mechanics (the water tank) 18 - Archer already has interesting mechanics (the water tank)
19 \n 19 \n
20 2) Give it the ability to "overload water tank" or something, basically a self-d dgun. 20 2) Give it the ability to "overload water tank" or something, basically a self-d dgun.
21 + completes the underwater RPS triangle 21 + completes the underwater RPS triangle
22 + gives an obsolete unit a role 22 + gives an obsolete unit a role
23 + can work with the tank mechanic (damage proportional to tank: makes sure it's at full power underwater for anti-Duck while limiting how it affects land) 23 + can work with the tank mechanic (damage proportional to tank: makes sure it's at full power underwater for anti-Duck while limiting how it affects land)
24 + can be made to also work outside of ability on normal death/self-D if needed 24 + can be made to also work outside of ability on normal death/self-D if needed
25 + fluff-wise makes sense 25 + fluff-wise makes sense
26 +/- affects surface (through use while floating) and land but in an interesting way (creates a decision: use as a bomb for burst damage and lose the unit, or keep shooting waterjet for DPS and drain the tank?) 26 +/- affects surface (through use while floating) and land but in an interesting way (creates a decision: use as a bomb for burst damage and lose the unit, or keep shooting waterjet for DPS and drain the tank?)
27 +/- unit that is both a dedicated kamikaze and a normal damage dealer is unprecedented (well, there's Panther self-D that can be used as an improvised Tick but that's not its dedicated role) 27 +/- unit that is both a dedicated kamikaze and a normal damage dealer is unprecedented (well, there's Panther self-D that can be used as an improvised Tick but that's not its dedicated role)
28 - cannot be fully automated so is micro sink. Probably an on/off toggle for self-D autocast would be good enough for that purpose though 28 - cannot be fully automated so is micro sink. Probably an on/off toggle for self-D autocast would be good enough for that purpose though
29 - Archer already has interesting mechanics 29 - Archer already has interesting mechanics
30 - harder to implement 30 - harder to implement
31 \n 31 \n
32 I have become Neon, poster of terrible ideas. . . anyway, as you can see, both ideas have a ton of downsides, but the main upside is that an existing unit is given a role in a domain where it's otherwise useless without the need for a new one. @RyMarq wants to introduce a new dedicated anti-Duck amph ( most likely Limpet-like) : 32 I have become Neon, poster of terrible ideas. . . anyway, as you can see, both ideas have a ton of downsides, but the main upside is that an existing unit is given a role in a domain where it's otherwise useless without the need for a new one. @RyMarq wants to introduce a new dedicated anti-Duck amph ( most likely Limpet-like) which is probably more elegant but lacks this upside:
33 + completes the underwater RPS triangle 33 + completes the underwater RPS triangle
34 + assets (model etc.) already exist (Limpet) so super easy to implement 34 + assets (model etc.) already exist (Limpet) so super easy to implement
35 + leaves other amphs' balance intact 35 + leaves other amphs' balance intact
36 + can use effects not present on existing bombs (to be unique and interesting, and not just a swimming Roach) like disarm, impulse or slow (though slow started being kinda overused already) 36 + can use effects not present on existing bombs (to be unique and interesting, and not just a swimming Roach) like disarm, impulse or slow (though slow started being kinda overused already)
37 +/- affects land 37 +/- affects land
38 - amph already has roles filled on land, so a new unit might introduce obsolescence; oceanfloor bomb will also be useless vs ships unless it also floats ( which might generally be a good idea, but then it makes ships even worse vs amph) 38 - amph already has roles filled on land, so a new unit might introduce obsolescence; an oceanfloor bomb will also be useless vs ships unless it also floats ( which might generally be a good idea, but then it makes ships even worse vs amph)
39 - bomb might be problematic to counter without changing other stuff: amph lacks accurate long-range weapons and it'd be able to be prematurely set off by sending a forward Duck, reversing the counter relationship 39 - bomb might be problematic to counter without changing other stuff: amph lacks accurate long-range weapons and it'd be able to be prematurely set off by sending a forward Duck, reversing the counter relationship
40 \n 40 \n
41 Having RPS is vital to an interesting gameplay because it requires you to mix units, counter, scout for enemy composition and react etc. instead of spam monoculture. 41 Having RPS is vital to an interesting gameplay because it requires you to mix units, counter, scout for enemy composition and react etc. instead of spam monoculture.