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GoGo Naval suggestions?

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I had been working on a naval rework/suggestion a while back, but then things IRL got a little crazy.

Im gonna leave out much of the notes that i wrote for this to promote clarity and expedience.
I also tossed in some unit names while i was editing the unit files and experimenting (went with a mythical god nomenclature)
I think i posted somethen on the github a while back, and i hope i didnt miss out too much with some of these unit proposals/changes to the ships

https://github.com/g0g0dancer/searework
https://github.com/g0g0dancer/searework/commit/e421f05536649fe112e163c787870fb12d1456f9
I adjusted some of the ships in the above github, i seem to have only included 4
AA, Riot, Skirm, Raider,
rest left unchanged as was still running tests on trying to add other aircraft carrier types....

I did some tests ai vs ai, or player + ai vs ai
On sail away, and 3v3 and up. seemed to work well in terms of balance and use if the above github link works.

Ok here was what i had written it seems.


---------------


Bring back the sonar station, but have the price comparable to the radar tower, but at a bit of a reduced range.
(radar stats) 55m/e, 2100 radar distance.

==Sonar Station==
75 m/e, 1500 sonar distance. health 90
Sonar station.
Have it cheep, and the range at maybe 1/3rd to 2/3rds range of standard radar.
So your base can protect itself from sub attacks, but if you want to push, you either gotta build them, or get the appropriate sub counters. (corvette, etc)

==ship scout==
This unit pretty much does its roll, but i removed much of its sonar power (800 los) -> 200, to encourage submarine attacks. could remove the sonar aspect entirely.
--Cutter--
Cheap, fast, and fragile, this Picket Ship is a good scout usefull for spotting units on the surface of the ocean. Though it has a weak attack in terms of damage, it does have some disarming potential.
----------------



==Ship Raider.==
I felt that a raider should not be a sub counter. Since that means it will have not only torpedos, but also sonar, speed and manuevarbility, making a lot of sub usage obsolete, and a unit that should be expensive, being relatively cheep. This can see someone trying build some kind of stealthy underwater subs to ambush, and are getting killed by standard raiders while still close to port.
Instead i went traditional in terms of raider ships.

--Wadjet-- egyption serpent god of spitting fire.
This boat swims through the water with great speed in hopes of getting close enough to breath deadly fire. Even in death, the waters erupt in flame and malice.
---------------------


==Ship Riot.==
The Corvette is already our "go to" for riot control at sea.
One of the most "riot" situations we encounter is amphib balls (duck/scallops). Modeled off the idea of the Flower Class Corvette, a highly manueverable boat, with not much of a top speed. But equiped to deal with subs and other underwater balls.
Found in testing.
Used as an Anti Sub hunter (though can't catch subs in a full chase). It's attacking charges are great vs many Amphibs, but Hovercrafts are usually too fast for the depth charges to even make contact.
Amhpibs Bouy is an effective counter vs them from the amphib plant so they are not OP vs amphib, and the counter is really strong. But perform well vs Subs, Ducks, Scalops, and clusters of raider/scout boats. Note: the depthcharge speed is slow, so a faster unit can just outrun the anti sub attack.
Also, a sub can barely outrun the corvette.
buildCostMetal = 620,
maxDamage = 1350,
maxVelocity = 3.2,

--Corvette (anti sub/riot)--
This Corvette is great against two types of targets, swarms and subs. Equiped with a Tripple Barrage Anti Submarine Mortar on its stern for those slow undersea clusters, as well as a Sonic Blaster on the Bow. While it is not fast enough to chase down fast units, it is higly maneuvarable which can make it hard to hit, especially by subs
----------------




==Ship Skirmisher.==

A bit like a Slasher that can move, but fires a barrage of 4 before reloading. Good for fighting the fast moving hovercraft and light raiders on the high seas. Can be helpfull vs amphib units that want to surface to attack your ships (bouys, Archer, Grizzley). But they are weak in the HP for the cost. Good to support your fleet, but not good to mass. Can even scare off a nervious air player.

--Tsovinar (skirmisher)-- Armenian goddess of water, sea, and rain. She was a fierce goddess, who forced the rain and hail to fall from the heavens with her fury.
This Missile Ship fires a barrage of 4 missles, which home in on their target no matter how fast they are going. Great for dealing with slow Enemies, or anything that can't close the distance in time to fire back. Beware of subs or anything that gets to close
----------------



==Ship AA.==
Totally Reworked.
Was finding that Ship AA was not even able to make cost vs ravens, and the AA laser was only really effective against gunships.
With the changes to the aircraft carriers, I decided to give the Ship AA a classic feeling.
Flak cannon (closer range, more aoe) and AA autocannons for further targets.
This sees them able to hold their own vs swarms of drones and other assaulting air units. The upgrade isn't too strong, and the cost can go up a bit to make it accordingly so.

--Zephyr--
Equiped with powerful Anti Air auto cannons that open up on air at range, as well as a powerful AOE Flak cannon that tears small ships to ribons if they get to close.
----------------


==Subs==
Changed to make them a counter to heavy units and defences. With proposed changes to sonar, will see the use of subs become more of a "stealth" ambusher of slow/large unsuspecting targets.
buildCostMetal = 600,
maxDamage = 800,
maxVelocity = 3.3,
--Sea Wolf--
Stealthy, fast, and fragile. Fires torpedos at a range that have poor tracking which makes them less effective against moving targets, and more effective against larger slow targets. The Slow naturally increases the chance of subsequent hits. Can even outrange Urchins
----------------


==Aircraft Carrier==
Found that the existing carrier with its helecopters was poorly able to fight much of anything at sea. With the new Sirens they rip appart the choppers in moments.
Drones changed from Helecopters to Combat/battle drone combo (to be more in line with Funnel Drones) the helecopters seem a little outdated for such a futuristic warship, We could also try a few other models to use. Such as the Nebula Drones, etc etc
The range of the Carrier has been increased from 1000 to 2000. This makes it a much stronger support unit, and performs the roll one would expect from an aircraft carrier.
It has also had its Missle Launcher removed. The Silo/Sub Leviathon does that job well as it is.
Cost has been increased to 4.5k and its speed and manueverability has been reduced.
In essence, a unit designed to sit at the heart of your fleet, capable of hunting down raiders, clearing the surface, and providing air cover by drawing aa fire away from bombers.
It feels fun vs ai.

+5 / -0
7 years ago
How do i install this modification to try it out for myself?
+0 / -0

7 years ago
CArank[G0G0]Dancer I suggest you add your mod to the rapid distribution system. It's not hard to do.
Otherwise only a tiny bit of players will be able to handle manual mod installation.
+0 / -0


7 years ago
This is a bit outdated and difficult to read.
+0 / -2
7 years ago
Rapid Distribution system?
+0 / -0
7 years ago
What's the rapid distribution system, and sorry for some of the font issues. It was written as a word document, and had no size/scale formatting implimented.

Seems like some of the lines of --- ==== forced it to take on another look.

And yes the changes posted on my github are based from the build back in december, but i could possibly get some time in the next few weeks to update it, but the unit defs that were added should still work fine with the new build. how do i get it into rapid distribution system?
+0 / -0

7 years ago
This should help:
https://springrts.com/wiki/Rapid
+0 / -0

7 years ago
http://zero-k.info/Forum/Thread/22189 ?
+0 / -0

7 years ago
I don't make ZKE anymore as it enjoyed zero interest from players base. I think I even removed it from github.
But as far as GoGo's changes are concerned he will either need to figure out how to make a mutator (which I never managed to get working) or create a separate mod (similar to how I did ZKE) and make it available it on rapid.

Another option would be to make a pull request to ZK. In that case I wish you good luck, you will need some.
+0 / -0
7 years ago
what if i implement mod on the old Spring server to test, and get a few players/devs to try it when i get it working?
not sure haven’t used the Spring server lately.
+0 / -0
Your best bet is, in my opinion, using whatever accrued inferred social cachet value you have, to organise a precisely timed testing event. Basically a get-togehter.

To maximize impact, you should also attempt to lure anyone influential there, but that might be tough early on while your cachet value is low. But if you keep going, you can grind up enough.
+0 / -0
CArank[G0G0]Dancer I integrated your changes under ZKE mod tag. Hope you don't mind, if you do please express.
Good news - it appeared on rapid. Bad news - I couldn't make it host-able on ZK server.

Another piece of bad news - when I hosted your changes locally, I tried a few "changed" units and couldn't see changes in game:
* Sonar was still missing from build menu.
* Armenian goddess name ship retained its current name, didn't test armaments.
* AA ship didn't have flak (at least I couldn't see it).
+0 / -0
7 years ago
Have been away from computer a lot lately.
The wadjet and sonar files were not updated to the github yet, as i have a working/testing version on my HDD, and only uploaded 4 unit files to the github at that time.
just updated Sonar, and Wadjet, and will hopefully get a the build list updated, it was a few months ago and i forgot where i was at a few points.
first 4 files.
https://github.com/g0g0dancer/searework/commit/e421f05536649fe112e163c787870fb12d1456f9

looks like the shipaa, flak wasn't as visible with explosion generator set to muzzle flash, changing it to "flakplosion" to match the turret.

Still playing/toying with the ship carrier, would like to balance the drone spawn/health/cost to make it still feel like a "strider" unit, but not TOO strong. to prevent "funnel/carrier spam". hopefully ship AA works well as counter as well as rest of aa.
+0 / -0

7 years ago
CArank[G0G0]Dancer Now it should be possible to host a mod with your changes. Thx to CZrankAdminLicho
[Spoiler]

Also, I suggest you make updates with git and not file upload. File upload completely replace content of existing file, which is not good when you try to locate the changes. Git is really not complicated in this case and it should be enough to use only 3-4 commands to post a change to github.
+0 / -0
7 years ago
Oh sounds good will have to try and get it running a little smoother in the next few weeks.
I am still a little new to github, and i know im doing it at an extremely rudimentary level.
I tried to get Git working on my computer, but wasn't interested in doing everything from the terminal window.
Instead i just had tons of windows open and would just adjust the unit data files accordingly.

It would be nice if i could adjust the github and the contents of zero-k.sdd at the same time.

Though it can be good to test things without doing tons of changes to the hub and adding confusion.

I have considered starting an entirely new project, and then updating the new project based on the changes in my test file.
+0 / -0